Individual skill

scenario-unreal-materials

Use when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens, decals, edge wear and dirt, landscape layers and RVT, toon or cel shading, "too many shaders" or shader permutations, static switches, usage flags, texture compression (BC7, normal maps, ORM packing, sRGB), texture memory, or "is this material expensive".

skills/game-engines/unreal/scenario-unreal-materials/SKILL.md

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Last checked
Nov 9, 2026

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Nov 10, 2026
License
MIT

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# Unreal materials (master materials, Substrate, textures, shader cost)

Expert level means a few master materials whose instances cover the kit, a known and budgeted
permutation count, cost proven in milliseconds on a fixed camera, and physically plausible values
before any artistic push. The graph is authored once (scripted build or template); everything else
is instances, Custom Primitive Data and textures that follow a role policy. Never trust the
instruction count or a pretty preview. If a sibling skill named here is missing from your available
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.

**REQUIRED BACKGROUND:** scenario-unreal-expert (channels, review loop, 5.8 traps).

**Status (2026-09-24):** Unreal is not installed; offline tests pass
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