Agent skill

Setup Material Texture

by lge-ros2 in lge-ros2/cloisim

Create and configure URP materials from SDF material definitions or Assimp imports.

MITAuto-check passedGame Development

Install Setup Material Texture

skills CLI
$ npx skills add lge-ros2/cloisim --skill setup-material-texture -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install lge-ros2/cloisim setup-material-texture --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/lge-ros2/cloisim.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.github/skills/setup-material-texture .claude/skills/setup-material-texture && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
setup-material-texture
GitHub stars
176
Token cost
~2.2k tokens
SKILL.md length
364 words
Files
1
Skills in repo
18
Repo updated
First seen
Licence
MIT

At a glance

Create and configure URP materials from SDF material definitions or Assimp imports.

  • Works in 3 steps: Identify the URP shader property name… → Create an extension method in… → Wire it into the Assimp material…
  • : setting up base color
  • SKILL.md covers When to Use, Architecture, Base Material Creation and Property Setters, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Setup Material Texture is an agent skill from lge-ros2/cloisim. Create and configure URP materials from SDF material definitions or Assimp imports. Use when: setting up base color, emission, specular, or normal maps, switching transparency modes, debugging texture loading, converting materials to SpeedTree shader, customizing URP material properties.

Its SKILL.md is about 2.2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: Unity 6 based multi-robot simulator for ROS 2, SDFormat/SDF, LiDAR, camera, depth, IMU, GPS, and large-scale robotics simulation. The licence is MIT.

When your agent uses it

  • : setting up base color
  • Switching transparency modes
  • Debugging texture loading
  • Converting materials to SpeedTree shader

Example prompts

  • “/setup-material-texture”

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  1. Identify the URP shader property name (check Custom/URP/Simple Lit shader source)
  2. Create an extension method in SDF2Unity.Material.cs
  3. Wire it into the Assimp material conversion or SDF material import path

What it can do on your machine

Read from SKILL.md and the folder at commit f4c1f0b. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Setup Material Texture loads about 2.2k tokens when it runs. Until then it costs about 78 tokens; SKILL.md has 364 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~78
When it runs · the whole SKILL.md, loaded when a task matches
~2.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from lge-ros2/cloisim at commit f4c1f0b, republished under its MIT licence (© lge-ros2). 364 words, ~2,154 tokens.

Download SKILL.mdSave it as .claude/skills/setup-material-texture/SKILL.md (or your agent's skills folder).
name
setup-material-texture
description
Create and configure URP materials from SDF material definitions or Assimp imports. Use when: setting up base color, emission, specular, or normal maps, switching transparency modes, debugging texture loading, converting materials to SpeedTree shader, customizing URP material properties.

Setup Material and Texture Pipeline

Reference for creating and configuring Universal Render Pipeline (URP) materials in CLOiSim, covering both SDF-defined materials and Assimp-imported materials.

When to Use

  • Creating a new URP material from SDF <material> definitions
  • Debugging missing or incorrect textures on imported models
  • Adding transparency or emission to materials
  • Converting vegetation materials to SpeedTree shader
  • Understanding the Assimp material property → Unity material mapping
  • Customizing the texture search path resolution

Architecture

Two material creation paths converge on the same URP property setters:

Path 1: SDF Material                Path 2: Assimp Material
  ├─ <material>                       ├─ Assimp.Material properties
  │  ├─ <diffuse>                     │  ├─ ColorDiffuse
  │  ├─ <emissive>                    │  ├─ ColorEmissive
  │  ├─ <specular>                    │  ├─ TextureDiffuse
  │  └─ <normal_map>                  │  └─ TextureNormal
  │                                   │
  └─ SDF2Unity.Material.*()           └─ sceneMaterials.ToUnity()
                    │                              │
                    ▼                              ▼
              CreateMaterial()  ← base material creation
                    │
                    ▼
              Set*() extension methods
              ├─ SetBaseColor()
              ├─ SetEmission()
              ├─ SetSpecular()
              ├─ SetNormalMap()
              ├─ SetTransparent() / SetOpaque()
              └─ ConvertToSpeedTree()

Base Material Creation

All materials start from SDF2Unity.CreateMaterial():

csharp
public static Material CreateMaterial(in string materialName = "")
// Creates a URP "Custom/URP/Simple Lit" material with defaults:
//   Render Queue: Geometry
//   Cull Mode:    Back (front-face rendering)
//   ZWrite:       Enabled
//   BaseColor:    White
//   Smoothness:   0 (fully rough)
//   EnvironmentReflections: 0.5
//   GPU Instancing: ON (_INSTANCING_ON + _DOTS_INSTANCING_ON)
//   Receive Shadows: ON

Property Setters

Base Color
csharp
public static void SetBaseColor(this Material target, Color color)
// Sets _BaseColor property
// Auto-switches transparency:
//   color.a < 1.0 → SetTransparent()
//   color.a == 1.0 → SetOpaque()
Transparency
csharp
// Transparent mode
public static void SetTransparent(this Material target)
// RenderType tag: "Transparent"
// _Surface: 1
// _SrcBlend: SrcAlpha
// _DstBlend: OneMinusSrcAlpha
// Render Queue: Transparent

// Opaque mode
public static void SetOpaque(this Material target)
// RenderType tag: "Opaque"
// _Surface: 0
// Render Queue: Geometry
Emission
csharp
public static void SetEmission(this Material target, Color color)
// _EmissionColor: color
// GlobalIllumination: None
// Enables _EMISSION shader keyword
Specular
csharp
public static void SetSpecular(this Material target, Color color)
// _SpecColor: color.rgb
// _Smoothness: color.a (smoothness packed in alpha)
// _SmoothnessSource: 0 (from specular alpha)
// Enables _SPECGLOSSMAP shader keyword
Normal Map
csharp
public static void SetNormalMap(this Material target, in string normalMapPath)
// Loads texture via MeshLoader.GetTexture()
// Sets _BumpMap texture
// Enables _NORMALMAP shader keyword
SpeedTree Conversion (Vegetation)
csharp
public static void ConvertToSpeedTree(this Material target)
// Swaps shader: "Custom/URP/Simple Lit" → "Universal Render Pipeline/Nature/SpeedTree8"
// Remaps: _BaseMap → _MainTex (with scale/offset)
// Sets _TwoSided: 0
// Disables EFFECT_BILLBOARD keyword

Assimp Material Property Mapping

When importing meshes via Assimp, material properties are mapped as follows:

csharp
// Color properties
HasColorDiffuse    → SetBaseColor(diffuseColor)
                     // Note: alpha forced to 1.0 (Blender FBX override)
HasOpacity         → alpha = opacity; SetTransparent() if < 1.0
HasColorEmissive   → SetEmission(emissiveColor)
HasColorSpecular   → SetColor("_SpecColor", specularColor)
HasShininess       → Smoothness = 1.0 - Clamp01(Shininess)
HasReflectivity    → Smoothness = 1.0 - Clamp01(Reflectivity)

// Texture properties
HasTextureDiffuse  → _BaseMap texture
HasTextureNormal   → _BumpMap + _NORMALMAP keyword
HasBumpScaling     → _BumpScale (normal map strength)
HasTextureSpecular → _SpecGlossMap + _SPECGLOSSMAP keyword
HasTextureEmissive → _EmissionMap + _EMISSION keyword
HasTextureOpacity  → logged only (not applied)

Texture Loading Pipeline

Search Path Resolution

Textures are resolved through a prioritized search:

csharp
// 1. Check embedded textures first (FBX "*{index}" convention)
// 2. Normalize path:
//    - Strip "model://" prefix
//    - Convert \\ to /
//    - Strip "//" Blender FBX prefix
// 3. Search directories (relative to mesh file):
""                  // Same directory
"../"               // Parent
"../../"            // Grandparent
"textures/"         // textures/ subfolder
"../textures/"      // Sibling textures/
"../materials/"     // Sibling materials/
"materials/"        // materials/ subfolder
// 4. Fallback: filename-only (strip all subdirectories)
Format-Specific Loading
csharp
// TGA files — custom loader
TextureUtil.LoadTGA(fileStream)
// Returns Texture2D from TGA binary data

// All other formats (PNG, JPG, BMP, etc.)
texture.LoadImage(File.ReadAllBytes(path))
// Unity's built-in image decoder with mipmap support
Post-Load Optimization
csharp
// Applied to all loaded textures:
texture.filterMode = FilterMode.Trilinear;
texture.anisoLevel = 4;

// Compress if dimensions are multiples of 4
if (width % 4 == 0 && height % 4 == 0)
	texture.Compress(true);

// Free CPU-side copy, keep GPU memory
texture.Apply(false, true);

// Prevent premature unloading
texture.hideFlags = HideFlags.DontUnloadUnusedAsset;

URP Shader Property Reference

PropertyTypeDefaultPurpose
_BaseColorColorWhiteAlbedo/diffuse color
_BaseMapTexture2D—Albedo texture
_BumpMapTexture2D—Normal map
_BumpScaleFloat1.0Normal map strength
_EmissionColorColorBlackEmission color
_EmissionMapTexture2D—Emission texture
_SpecColorColor—Specular color
_SpecGlossMapTexture2D—Specular/gloss map
_SmoothnessFloat0Surface smoothness (0=rough)
_SmoothnessSourceInt00=specular alpha, 1=albedo alpha
_CullInt2 (Back)Face culling mode
_SurfaceInt00=opaque, 1=transparent
_SrcBlendInt1Source blend factor
_DstBlendInt0Destination blend factor
_ZWriteInt1Depth write enable
Show full SKILL.md (160 more words)Show less

Procedure: Adding a Custom Material Property

  1. Identify the URP shader property name (check Custom/URP/Simple Lit shader source)
  2. Create an extension method in SDF2Unity.Material.cs:
    csharp
    public static void SetMyProperty(this Material target, float value)
    {
        target.SetFloat("_MyProperty", value);
        // Enable shader keyword if needed:
        // target.EnableKeyword("_MY_FEATURE");
    }
  3. Wire it into the Assimp material conversion or SDF material import path

Common Issues

SymptomCauseFix
Model is all whiteTextures not foundCheck texture search paths; verify file exists
Model is invisibleAlpha is 0Check HasOpacity; Blender FBX may export alpha=0
Model is too shinySmoothness too highCheck Shininess / Reflectivity mapping (inverted)
Normal map looks flat_NORMALMAP keyword not enabledEnsure EnableKeyword("_NORMALMAP") is called
Transparent model has z-fightingWrong render queueVerify SetTransparent() sets queue to Transparent
Vegetation renders single-sidedNot using SpeedTree shaderCall ConvertToSpeedTree() for tree/plant materials
Texture is blurryNot compressed or wrong filterCheck filterMode and anisoLevel in post-load
TGA texture crashesUnsupported TGA variantCheck TextureUtil.LoadTGA() format support

© lge-ros2, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .github/skills/setup-material-texture of lge-ros2/cloisim.

Open the folder on GitHubat commit f4c1f0b

Compare with similar skills

Setup Material Texture next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Questions about Setup Material Texture

What does Setup Material Texture do?

Create and configure URP materials from SDF material definitions or Assimp imports. Setup Material Texture is an agent skill from lge-ros2/cloisim. Create and configure URP materials from SDF material definitions or Assimp imports.

When should I use Setup Material Texture?

Setup Material Texture fits situations like: : setting up base color; switching transparency modes; debugging texture loading; converting materials to SpeedTree shader.

How do I install Setup Material Texture in Claude Code?

Run `npx skills add lge-ros2/cloisim --skill setup-material-texture -a claude-code`. Or copy the skill folder (.github/skills/setup-material-texture in lge-ros2/cloisim) into .claude/skills/setup-material-texture in your project. Claude Code loads it when a task matches its description.

How do I install Setup Material Texture in Codex?

Run `npx skills add lge-ros2/cloisim --skill setup-material-texture -a codex`. Or copy the skill folder (.github/skills/setup-material-texture in lge-ros2/cloisim) into .agents/skills/setup-material-texture in your project. Codex loads it when a task matches its description.

Can I use Setup Material Texture in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add lge-ros2/cloisim --skill setup-material-texture -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/setup-material-texture, .gemini/skills/setup-material-texture, .github/skills/setup-material-texture and .opencode/skills/setup-material-texture in your project.

What does Setup Material Texture need to run?

SKILL.md names no scripts, command-line tools or credentials: Setup Material Texture is instructions for the agent only.

Does Setup Material Texture access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Setup Material Texture safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Setup Material Texture use?

Setup Material Texture is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Setup Material Texture use?

About 2.2k tokens (SKILL.md is roughly 8.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Setup Material Texture?

Skills that share tags, products or a category with Setup Material Texture: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Setup Material Texture?

lge-ros2 (a GitHub organization) maintains it in lge-ros2/cloisim, which has 176 GitHub stars. The repository holds 18 skills in this directory. The repository was last updated on October 6, 2026.

Source: lge-ros2/cloisim on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.