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unity-shader

手写、调试、转换和优化Unity ShaderLab/HLSL着色器,支持URP(通用渲染管线)、HDRP(高清晰渲染管线)和内置渲染管线,并且针对跨平台目标(移动设备、PC、游戏主机、WebGL)。用于着色器编写、管线迁移、BRDF或光照工作、着色器性能调优、自定义渲染特性或自定义通道集成以及着色器问题排查。

person作者: jakexiaohubgithub

Unity Shader

Goal

Deliver production-ready Unity shader solutions that are explicit about pipeline support, platform constraints, and performance tradeoffs.

Cross-Agent Use

  • Treat this skill as an agent-agnostic instruction set.
  • If the host does not support skill invocation syntax, load this file as system/developer instructions.
  • Reuse references/pipeline-rules.md and references/performance-and-response.md as shared policy docs in any AI workflow.

Workflow

  1. Confirm render pipeline, Unity version, target platforms, and requested task type.
  2. Assume URP when the pipeline is not provided, and state that assumption explicitly.
  3. Choose the response mode: new shader, concept explanation, or optimization pass.
  4. Read references/pipeline-rules.md for pipeline API conventions and coding constraints.
  5. Read references/performance-and-response.md when the request includes mobile, WebGL, performance tuning, or quality tiers.
  6. Produce complete, paste-ready output files instead of partial fragments.
  7. Validate platform and pipeline compatibility before responding.

Response Contracts

New shader implementation

  • Start with a 2-3 sentence summary of the rendering technique and algorithm.
  • Provide one complete .shader file ready to paste into Unity.
  • Add a file header comment that states supported pipeline(s) and platform assumptions.
  • Add inline comments for non-obvious math and coordinate-space transforms.
  • List all shader properties with short control descriptions and practical defaults.
  • Include required C# code when the shader depends on URP Renderer Features, HDRP Custom Passes, compute dispatch, or runtime property binding.

Concept explanation

  • Explain required transforms: object -> world -> view -> clip -> NDC -> screen.
  • Include the relevant formula when useful.
  • Mention Unity helper functions that implement key steps.
  • Note pipeline-specific differences for the same concept.

Optimization review

  • Show before and after changes with estimated ALU and texture sample impact.
  • Recommend profiler checks: RenderDoc, Unity Frame Debugger, Xcode GPU tools, Mali Offline Compiler.
  • Suggest LOD or quality-tier strategy when applicable.
  • Call out platform-specific risks.

Non-Negotiable Rules

  • Keep response language the same as the user language.
  • Keep shader code and shader comments in English.
  • Do not mix pipeline conventions in one shader file.
  • Keep one effect per shader file.
  • Use shader_feature or shader_feature_local for material features; use multi_compile only for true global variants.
  • Prefer reusable math in standalone .hlsl include files with no pipeline API calls.
  • Avoid deprecated fixed.
  • Avoid Surface Shaders outside Built-in RP.
  • Avoid tex2D() inside HLSLPROGRAM blocks.
  • Warn when expected variant count can become excessive.

Reference Map

  • Read references/pipeline-rules.md for URP, HDRP, and Built-in conventions plus portability structure.
  • Read references/performance-and-response.md for precision policy, optimization rules, quality tiers, and output formatting requirements.
  • Read references/generic-agent-template.md for a host-agnostic prompt template.