设计与多媒体

ue-materials-rendering

quodsoler/unrea…e-skills

Use when writing C++ for materials or rendering — dynamic material instances, material parameter collections, render targets, scene capture, post process, decals, Nanite, Lumen, MegaLights, Substrate. Also use when the user mentions 'MID', 'CreateDynamicMaterialInstance', 'SetScalarParameterValue', 'UMaterialInstanceDynamic', 'material parameter collection', 'UTextureRenderTarget2D', 'DrawMaterialToRenderTarget', 'scene capture', 'post process volume', 'FPostProcessSettings', 'bOverride_', 'blendable', 'decal', 'custom depth stencil', 'Nanite', 'Lumen' or 'global shader'. For Niagara materials, see ue-niagara-effects; for UMG materials, see ue-ui-umg-slate.

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安装命令

npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-materials-rendering

SKILL.md

UE Materials and Rendering

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Runtime material and rendering C++: UMaterialInstanceDynamic, UMaterialParameterCollection, UTextureRenderTarget2D, USceneCaptureComponent2D, FPostProcessSettings, UDecalComponent, plus the 5.8 renderer features (Nanite, Lumen, MegaLights, Substrate, Virtual Shadow Maps, TSR). Material headers live in Runtime/Engine/Public/Materials; render targets, scene, post-process volumes in Runtime/Engine/Classes/Engine; Blueprint libraries in Runtime/Engine/Classes/Kismet. Build.cs: "Engine" covers everything above; add "RenderCore" and "RHI" only for EShaderPlatform, RDG and global shaders.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, renderer settings). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.