graphics-rendering
35
总安装量
23
周安装量
#10649
全站排名
安装命令
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill graphics-rendering
Agent 安装分布
claude-code
18
gemini-cli
15
codex
15
opencode
15
antigravity
13
cursor
10
Skill 文档
Graphics & Rendering
Rendering Pipeline
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â RENDERING PIPELINE â
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â VERTEX STAGE: â
â Model Space â World Space â View Space â Clip Space â
â â â
â RASTERIZATION: Triangles â Fragments â
â â â
â FRAGMENT STAGE: Color, Lighting, Texturing â
â â â
â OUTPUT: Final pixel color to framebuffer â
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Shader Programming
Standard PBR Shader (HLSL)
// â
Production-Ready: PBR Surface Shader
struct SurfaceData
{
float3 Albedo;
float3 Normal;
float Metallic;
float Roughness;
float AO;
};
float3 FresnelSchlick(float cosTheta, float3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
float DistributionGGX(float3 N, float3 H, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH * NdotH;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
return a2 / (PI * denom * denom);
}
float4 PBRLighting(SurfaceData surface, float3 viewDir, float3 lightDir)
{
float3 H = normalize(viewDir + lightDir);
float3 F0 = lerp(0.04, surface.Albedo, surface.Metallic);
float D = DistributionGGX(surface.Normal, H, surface.Roughness);
float3 F = FresnelSchlick(max(dot(H, viewDir), 0.0), F0);
float3 diffuse = surface.Albedo * (1.0 - surface.Metallic);
float3 specular = D * F;
return float4((diffuse + specular) * surface.AO, 1.0);
}
Toon/Cel Shader
// â
Production-Ready: Toon Shader
float4 ToonShading(float3 normal, float3 lightDir, float4 baseColor)
{
float NdotL = dot(normal, lightDir);
// Step function for cel shading
float toonRamp;
if (NdotL > 0.7) toonRamp = 1.0;
else if (NdotL > 0.3) toonRamp = 0.6;
else if (NdotL > 0.0) toonRamp = 0.3;
else toonRamp = 0.1;
return baseColor * toonRamp;
}
// Outline pass (inverted hull method)
float4 OutlineVertex(float4 position, float3 normal, float outlineWidth)
{
position.xyz += normal * outlineWidth;
return position;
}
Visual Effects (VFX)
Particle System Setup
PARTICLE SYSTEM ARCHITECTURE:
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â EMITTER: Rate, Bursts, Shape â
â â â
â SPAWN: Initial velocity, Size, Color, Lifetime â
â â â
â UPDATE: Forces, Collisions, Color over life â
â â â
â RENDER: Billboard, Mesh, Trail â
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COMMON VFX RECIPES:
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â Fire â OrangeâYellow gradient, upward velocity â
â Smoke â Gray billboards, turbulence noise â
â Sparks â Point emitter, gravity, short lifetime â
â Magic â Spiral path, glow, color cycling â
â Blood â Burst, gravity, decal on collision â
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Optimization Techniques
| Technique | Draw Call Reduction | When to Use |
|---|---|---|
| Static Batching | 90%+ | Static geometry |
| Dynamic Batching | 50-80% | Small moving objects |
| GPU Instancing | 95%+ | Many identical objects |
| LOD System | 40-60% | Distant objects |
| Occlusion Culling | 30-70% | Indoor scenes |
LOD Configuration
LOD DISTANCE SETUP:
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â LOD0 (100% tris): 0-20m â Full detail â
â LOD1 (50% tris): 20-50m â Reduced detail â
â LOD2 (25% tris): 50-100m â Low detail â
â LOD3 (10% tris): 100m+ â Billboard/Impostor â
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ð§ Troubleshooting
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â PROBLEM: Too many draw calls (>2000) â
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â SOLUTIONS: â
â â Enable GPU instancing for repeated objects â
â â Use texture atlases â
â â Merge static meshes â
â â Implement LOD system â
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â PROBLEM: Shader artifacts / visual glitches â
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â SOLUTIONS: â
â â Check for division by zero â
â â Validate normal vectors â
â â Use saturate() on color outputs â
â â Check texture sampling modes â
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Platform Guidelines
| Platform | Max Draw Calls | Shader Complexity | Texture Size |
|---|---|---|---|
| Mobile | 100-200 | Low | 1024px max |
| Console | 2000-3000 | High | 4096px |
| PC | 3000-5000 | Very High | 8192px |
| VR | 100-150 | Low | 2048px |
Use this skill: When creating shaders, optimizing visuals, or implementing effects.