material_manage
Create, modify, and assign materials (StandardMaterial3D, ORMMaterial3D, ShaderMaterial, CanvasItemMaterial) to nodes in Godot editor. Supports presets, shader uniforms, and parameter adjustments.
Instructions
Material authoring (StandardMaterial3D, ORMMaterial3D, ShaderMaterial, CanvasItemMaterial). Albedo, metallic/roughness, emission, transparency, shader uniforms.
Resource form: godot://materials — prefer for active-session reads.
Ops:
• create(path, type="standard", shader_path="", overwrite=False)
Create + save a material .tres at a res:// path. type:
"standard" | "orm" | "canvas_item" | "shader". For "shader",
shader_path points to the .gdshader.
• set_param(path, param, value)
Set a built-in property on a .tres material. Enum-valued params
accept names ("alpha" -> TRANSPARENCY_ALPHA). Color/Vector dicts.
Texture properties accept res:// paths.
• set_shader_param(path, param, value)
Set a shader uniform on a ShaderMaterial.
• get(path)
Inspect a material (type, params, uniforms, current values).
• list(root="res://", type="")
List materials under root, optional type filter.
• assign(node_path, resource_path="", slot="override", create_if_missing=False,
type="standard")
Assign a material to a node slot. Slots: "override" |
"surface_" | "canvas" | "process". When create_if_missing=True
and no resource_path, makes an inline material of type.
• apply_to_node(node_path, type="standard", params=None, slot="override",
save_to="")
High-level: build + set params + assign in one undo.
save_to optionally persists to disk.
• apply_preset(preset, path="", node_path="", overrides=None)
Curated looks: metal, glass, emissive, unlit, matte, ceramic.
path saves to disk; node_path assigns to a node; overrides merge.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||