> For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.gta.clothing/basics/good-to-know/material-editor.md).

# Material Editor

## Introduction

The **Material Editor** lets you view and edit the shader and material parameters of the currently selected drawable. Use it to fine‑tune how a cloth looks in‑game by adjusting shader selection, texture slots, and numeric parameters.

{% hint style="info" %}
Open via context menu: Right‑click an appearance item in the left list and choose **Edit Materials**.
{% endhint %}

<figure><img src="/files/BpkekWnsElq8GiP3hQA8" alt=""><figcaption><p>Durty Cloth Tool Material Editor Demo</p></figcaption></figure>

## Overview

The editor is organized by materials found on the drawable. Selecting a material shows its shader and parameters.

### Shader

* Displays the current shader used by the material.

### Parameters

Depending on the shader, you can adjust values such as:

* Tint color and intensity
* Specular/gloss strength
* Normal intensity
* UV scale/offset and wrap settings

## Workflow Tips

* If you rename or replace embedded textures, review material parameters to ensure expected channels (e.g., normal/specular) still match. See [Embedded Textures Editor](/basics/good-to-know/embedded-textures-editor.md).
* Use the 3D preview to verify results on different lighting. See [3D Previewing Clothes](/basics/essential-knowledge/3d-preview-clothes.md).

## Best Practices

* Avoid extreme parameter values that cause shimmering or banding.
* Rebuild and test in‑game for final verification. See [Build Options](/basics/essential-knowledge/build-options.md).

## See also

* [Embedded Textures Editor](/basics/good-to-know/embedded-textures-editor.md)
* [Drawable Types & Textures](/game-mechanics/drawable-types-and-textures.md)
* [Textures/Power of two](/cloth-modding/textures-power-of-two.md)
