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unity-material

Unity material and shader properties. Use when users want to create materials, set colors, textures, emission, or shader properties. Triggers: material, shader, color, texture, emission, albedo, metallic, smoothness, 材质, 颜色, 纹理, 发光.

personAuthor: jakexiaohubgithub

Triggers

  • Changing how a surface looks
  • Tweaking material parameters
  • Swapping shaders
  • 调整物体外观、修改材质参数、切换 Shader

Unity Material Skills

BATCH-FIRST: Use *_batch skills when operating on 2+ objects/materials.

Operating Mode

  • Approval (default): all mutating skills (material_create, material_create_batch, material_assign, material_assign_batch, material_duplicate, material_set_color / _emission / _texture / _float / _int / _vector / _keyword / _render_queue / _shader / _texture_offset / _texture_scale / _gi_flags, and the *_batch variants) need user grant; grant triggers a single server-side execution that returns the result.
  • Auto / Bypass: those skills execute directly.
  • Query skills (material_get_properties, material_get_keywords) are SkillMode.SemiAuto — they run in all three modes without grant.
  • This module contains no Delete / PlayMode / Reload / high-risk skills (no NeverInSemi); to delete a material asset, call the asset module.

Guardrails

DO NOT (common hallucinations):

  • material_set_metallic / material_set_smoothness do not exist → use material_set_float with propertyName="_Metallic" or "_Glossiness" (Standard) / "_Smoothness" (URP)
  • material_set_color r/g/b/a range is 0–1, not 0–255
  • material_set_property does not exist → use the specific setter: material_set_float, material_set_int, material_set_vector, material_set_color
  • material_get_color does not exist → use material_get_properties (returns all properties including colors)

Routing:

  • For shader changes → material_set_shader (this module)
  • For texture tiling → material_set_texture_scale / material_set_texture_offset
  • Pipeline-specific property names differ: check Render Pipeline Compatibility table in this doc

Object Targeting: Most single-object skills accept name (GameObject name) or path. Behaviour of path:

  • In material_set_* / material_get_* (color/emission/texture/float/int/vector/keyword/shader/render_queue/gi_flags/properties), path may be either a GameObject hierarchy path or a material asset path like Assets/Materials/X.mat — the skill auto-detects (paths starting with Assets/ or ending with .mat are treated as material assets).
  • In material_assign, path is a GameObject hierarchy path only; the material to assign goes in the separate materialPath parameter.

Skills Overview

| Single Object | Batch Version | Use Batch When | |---------------|---------------|----------------| | material_create | material_create_batch | Creating 2+ materials | | material_assign | material_assign_batch | Assigning to 2+ objects | | material_set_color | material_set_colors_batch | Setting colors on 2+ objects | | material_set_emission | material_set_emission_batch | Setting emission on 2+ objects |

No batch needed:

  • material_set_texture - Set texture
  • material_set_texture_offset/scale - Texture tiling
  • material_set_float/int/vector - Set properties
  • material_set_keyword - Enable/disable shader keywords
  • material_set_render_queue - Set render queue
  • material_set_shader - Change shader
  • material_get_properties/keywords - Query properties
  • material_duplicate - Duplicate material

Skills

material_create

Create a new material (auto-detects render pipeline).

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | Yes | - | Material name | | shaderName | string | No | auto-detect | Shader (auto-detects URP/HDRP/Standard) | | savePath | string | No | null | Save path (folder or full path) |

material_create_batch

Create multiple materials. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | items | json string | Yes | - | JSON array of per-item objects (see example below) |

Returns: {success, totalItems, successCount, failCount, results: [{success, name, path}]}

unity_skills.call_skill("material_create_batch", items=[
    {"name": "Red", "savePath": "Assets/Materials"},
    {"name": "Blue", "savePath": "Assets/Materials"},
    {"name": "Green", "savePath": "Assets/Materials"}
])

material_assign

Assign material to object's renderer.

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | name | string | No* | GameObject name | | instanceId | int | No* | Instance ID | | path | string | No* | GameObject hierarchy path | | materialPath | string | Yes | Material asset to assign (e.g. Assets/Materials/X.mat) |

material_assign_batch

Assign materials to multiple objects. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | items | json string | Yes | - | JSON array of per-item objects (see example below) |

Returns: {success, totalItems, successCount, failCount, results: [{success, name, materialPath}]}

unity_skills.call_skill("material_assign_batch", items=[
    {"name": "Cube1", "materialPath": "Assets/Materials/Red.mat"},
    {"name": "Cube2", "materialPath": "Assets/Materials/Blue.mat"}
])

material_set_color

Set material color with optional HDR intensity.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No* | GameObject name | | path | string | No* | Material asset path | | r, g, b | float | No | 1 | Color (0-1) | | a | float | No | 1 | Alpha | | propertyName | string | No | auto-detect | Color property | | intensity | float | No | 1.0 | HDR intensity (>1 for bloom) |

material_set_colors_batch

Set colors on multiple objects. Each item accepts: identifier (name/instanceId/path) + r, g, b, a, optional per-item propertyName. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | items | json string | Yes | - | JSON array of {name|instanceId|path, r, g, b, a} per-item objects (see example below) | | propertyName | string | No | auto-detect | Default color property applied to all items unless overridden |

Returns: {success, totalItems, successCount, failCount, results: [{success, name}]}

unity_skills.call_skill("material_set_colors_batch", items=[
    {"name": "Cube1", "r": 1, "g": 0, "b": 0},
    {"name": "Cube2", "r": 0, "g": 1, "b": 0},
    {"name": "Cube3", "r": 0, "g": 0, "b": 1}
])

material_set_emission

Set emission color with auto-enable keyword.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No* | GameObject name | | path | string | No* | Material asset path | | r, g, b | float | No | 1 | Emission color (0-1) | | intensity | float | No | 1.0 | HDR intensity (>1 for bloom) | | enableEmission | bool | No | true | Auto-enable _EMISSION keyword |

material_set_emission_batch

Set emission on multiple objects. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | items | json string | Yes | - | JSON array of per-item objects (see example below) |

Returns: {success, totalItems, successCount, failCount, results: [{success, name}]}

unity_skills.call_skill("material_set_emission_batch", items=[
    {"name": "Neon1", "r": 1, "g": 0, "b": 1, "intensity": 5.0},
    {"name": "Neon2", "r": 0, "g": 1, "b": 1, "intensity": 5.0}
])

material_set_texture

Set material texture.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No* | GameObject name | | path | string | No* | Material asset path | | texturePath | string | Yes | - | Texture asset path | | propertyName | string | No | auto-detect | Texture property |

material_set_float

Set a float property on a material.

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | name | string | No* | GameObject name | | path | string | No* | Material asset path | | propertyName | string | Yes | Property name | | value | float | Yes | Value |

material_set_int

Set an integer property on a material.

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | name | string | No* | GameObject name | | path | string | No* | Material asset path | | propertyName | string | Yes | Property name | | value | int | Yes | Value |

material_set_keyword

Enable/disable shader keywords.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No* | GameObject name | | path | string | No* | Material asset path | | keyword | string | Yes | - | Keyword name | | enable | bool | No | true | Enable or disable |

Common Keywords: _EMISSION, _NORMALMAP, _METALLICGLOSSMAP, _ALPHATEST_ON, _ALPHABLEND_ON

material_get_properties

Get all material properties.

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | name | string | No* | GameObject name | | path | string | No* | Material asset path |

Returns: {success, target, shader, renderQueue, keywords, giFlags, properties: {colors, floats, vectors, textures, integers}}

material_get_keywords

Get all enabled shader keywords on a material.

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | name | string | No* | GameObject name | | path | string | No* | Material asset path |

material_duplicate

Duplicate a material asset.

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | sourcePath | string | Yes | Source material path | | newName | string | Yes | Name for the duplicated material | | savePath | string | No | Optional folder/path override for the duplicated material |

material_set_shader

Change the shader of a material.

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | name | string | No* | GameObject name | | path | string | No* | Material asset path | | shaderName | string | Yes | Shader name |

material_set_vector

Set a Vector4 property on a material.

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | name | string | No* | GameObject name | | path | string | No* | Material asset path | | propertyName | string | Yes | Property name | | x, y, z, w | float | Yes | Vector components |

material_set_texture_offset

Set texture offset (tiling position).

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | name | string | No* | GameObject name | | path | string | No* | Material asset path | | propertyName | string | No | Texture property name | | x, y | float | Yes | Offset values |

material_set_texture_scale

Set texture scale (tiling).

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | name | string | No* | GameObject name | | path | string | No* | Material asset path | | propertyName | string | No | Texture property name | | x, y | float | Yes | Scale values |

material_set_render_queue

Set material render queue.

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | name | string | No* | GameObject name | | path | string | No* | Material asset path | | renderQueue | int | Yes | Render queue value |

material_set_gi_flags

Set material global illumination flags.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No* | - | GameObject name | | path | string | No* | - | GameObject hierarchy path or material asset path | | flags | string | No | RealtimeEmissive | GI flags: None / RealtimeEmissive / BakedEmissive / EmissiveIsBlack / AnyEmissive


Example: Efficient Material Setup

import unity_skills

# BAD: 6 API calls
unity_skills.call_skill("material_create", name="Mat1", savePath="Assets/Materials")
unity_skills.call_skill("material_create", name="Mat2", savePath="Assets/Materials")
unity_skills.call_skill("material_set_color", path="Assets/Materials/Mat1.mat", r=1, g=0, b=0)
unity_skills.call_skill("material_set_color", path="Assets/Materials/Mat2.mat", r=0, g=0, b=1)
unity_skills.call_skill("material_assign", name="Cube1", materialPath="Assets/Materials/Mat1.mat")
unity_skills.call_skill("material_assign", name="Cube2", materialPath="Assets/Materials/Mat2.mat")

# GOOD: 3 API calls
unity_skills.call_skill("material_create_batch", items=[
    {"name": "Mat1", "savePath": "Assets/Materials"},
    {"name": "Mat2", "savePath": "Assets/Materials"}
])
unity_skills.call_skill("material_set_colors_batch", items=[
    {"path": "Assets/Materials/Mat1.mat", "r": 1, "g": 0, "b": 0},
    {"path": "Assets/Materials/Mat2.mat", "r": 0, "g": 0, "b": 1}
])
unity_skills.call_skill("material_assign_batch", items=[
    {"name": "Cube1", "materialPath": "Assets/Materials/Mat1.mat"},
    {"name": "Cube2", "materialPath": "Assets/Materials/Mat2.mat"}
])

Render Pipeline Compatibility

Skills auto-detect and adapt to your render pipeline:

| Pipeline | Default Shader | Color Property | Texture Property | |----------|---------------|----------------|------------------| | Built-in | Standard | _Color | _MainTex | | URP | Universal Render Pipeline/Lit | _BaseColor | _BaseMap | | HDRP | HDRP/Lit | _BaseColor | _BaseColorMap |

Best Practices

  1. Save materials as assets for reuse
  2. Use material instances (by name) for runtime changes
  3. Use material assets (by path) for persistent changes
  4. Check shader property names in Unity Inspector
  5. URP/HDRP have different property names than Standard

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.