EDGEmat
The EDGE material editor for Cyberpunk 2077. Part of the EDGE modding platform by EDGEmodders.
Version 0.3, a preview: read, recolor and make materials, and save them into your mod project. Each was tested in the game. EDGEmat adds its own place in the activity bar:
| Part |
What it does |
| Library |
Every surface (multilayered material template) in your game with its colors, and every microblend, each with a thumbnail, searchable by plain words such as leather, denim or dirt. Built from your own game on first use, in well under a minute, and rebuilt after a game update. Nothing from the game ships with EDGEmat |
| Surface page |
Click a surface: a larger image tinted with the color you pick, every color as a swatch with a plain name ("dark muted blue"), the closest color to one you type or pick, and roughness, metal and bumps in plain words |
| Setup editor |
Open any .mlsetup from the game, a file, a project, a mod archive, or REDcode's Game Assets: each layer in plain words, a map of where each layer goes on the garment, and warnings for what looks wrong. Click a layer to change its surface, color, finish, tiling, opacity and microblend, with undo. Open Setup is in the Library's title bar |
| Save to Project |
Saves a setup into your WolvenKit project (REDcode's open one): as a new setup, with the garment's meshes for both bodies pointed at it, so it shows in the game with no other mod. Then REDcode's Pack and Try |
| New Material |
A material from words, through Google Gemini or OpenAI with your own key, or from a photo of your own: made seamless, with bumps and shine, and put on a garment, which keeps its own folds. The sparkle in the Library's title bar, or on a material in Find. Nothing is sent until you press Generate |
| Find |
Type a garment's in-game name ("punk jeans") or part of a mesh path: its record id, its looks per body, its meshes and materials. Click a layered material to open its setup with the right masks |
| View in 3D |
The eye on a mesh opens it in REDcode's 3D view, with its colors from EDGEmat. Colors only for now: bumps and shine come later |
Next: materials for brand-new clothes and objects (M4). The manual, with two tutorials: edgemodders.ai/wiki/edgemat.
For AI assistants
The same features are in EDGEmat's MCP server, which comes with the extension, so Claude or another assistant can find a garment's materials, describe and recolor its layers, and make new materials, saving into your project.
| Assistant |
How |
| Claude Code |
EDGEmat: Connect an Assistant (MCP)... (the Library's ... menu, or the command palette) registers it, with your image service key if you want materials from words. Then start a new Claude Code session |
| Agents inside VS Code 1.101 or later |
Nothing to do: they see EDGEmat's tools |
| Other MCP clients |
The same command copies a JSON entry. Without VS Code: @edgemodders/edgemat-mcp on npm |
The server finds the game and REDbridge as the extension does, and shares its material library.
Setup
EDGEmat runs on Windows and reads the game through REDbridge 0.8.0 or later, the engine REDcode uses. With REDcode set up, EDGEmat needs no configuration: it uses REDcode's game folder and bridge. Otherwise set:
| Setting |
What |
edgemat.gamePath |
The Cyberpunk 2077 folder |
edgemat.bridgePath |
REDbridge.exe, or its folder |
edgemat.dotnetRoot |
DOTNET_ROOT, when .NET 10 is installed per user |
Links
Docs · Design · Source
EDGEmat is MIT. It talks to REDbridge (GPL-3.0) only as a separate process. Single-player modding only. Not affiliated with CD Projekt RED.
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