| name | ssh-tune-material-effects |
| description | Guide Sprite Sheet Helper materials, texture assets, retro texture generation, model downgrade visuals, post-processing effects, custom shaders, GLSL/Lua editors, and render-quality controls. Use when Codex works on material stores/types/constants, effects stores/constants/components, material runtime, shader editors, effect tests, or maintaining this skill after visual pipeline changes. |
SSH Tune Material Effects
Workflow
Read references/materials-effects-map.md before changing materials, texture assets, material presets, generated retro textures, model downgrade visuals, post-processing effects, shader editors, or render-quality tests.
Keep visual state coherent:
- Material assets and assignments are persisted; inventories are runtime model inspection data.
- Texture files live outside JSON and must be saved, bundled, and restored through the project file path.
- Effects need matching type unions, defaults, store behavior, UI controls, and runtime application.
- Custom shaders should fail clearly and avoid breaking the rest of the effect chain.
Self-Maintenance
When repo exploration shows this skill's files, invariants, commands, or reference map are stale, update this skill in the same change. Keep SKILL.md concise and move project maps or checklists into references/materials-effects-map.md.
Update agents/openai.yaml only when the display name, short description, or default prompt no longer matches the skill. Validate skill edits with the TODO scan, git diff --check, and quick_validate.py when PyYAML is available.
Implementation Notes
Prefer shared conversion helpers for runtime Three.js material/effect creation. Keep UI controls bounded to valid ranges and defaults from constants.
Use unit tests for store snapshots, generated textures, effect defaults, exporter-visible metadata, and shader/editor helpers. Use visual inspection when changing renderer output or post-processing order.