This is a comprehensive reference for StandardMaterial3D and PBR workflows in Godot 4. It covers the practical stuff you need to know: ORM texture packing to save memory, why your normal maps aren't working (you forgot normal_enabled), transparency mode tradeoffs, and fixing Z-fighting on large terrains. The NEVER section is solid, especially the warnings about metallic values and transparent environmental surfaces causing overdraw. Includes ready-to-use scripts for wind shaders, instance uniform batching, and subsurface scattering setup. If you're moving beyond prototype materials or debugging why your game runs slow with too many unique materials, this has the answers.
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-3d-materials