Update nexus wiki content
This commit is contained in:
@@ -19,11 +19,16 @@ date: 2026-04-26
|
||||
- 移动端过度绘制(Overdraw)是性能隐性杀手——半透明/加法粒子必须经过审计并设定上限
|
||||
- 所有自定义着色器必须包含移动端安全变体或明确标注"仅 PC/主机"平台限制
|
||||
- LOD 管线是强制流程——每个英雄模型至少需要 LOD0 至 LOD3
|
||||
- 所有粒子系统必须在导入时设定 Max Particle Count 上限,禁止在生产后随意增加
|
||||
- AI 超分辨率(纹理超分)可用于存量资产质量提升而无需重新制作;ML 去噪可将光照贴图烘焙速度提升 10 倍且视觉质量相当
|
||||
- 着色器参数必须对艺术家暴露工具提示(tooltip)文档,确保参数含义和有效范围清晰可查
|
||||
- VFX 系统必须在含有 GPU 计时器的 profiling 场景中构建,每个效果需在多角度和距离下验证效果
|
||||
|
||||
## Key Quotes
|
||||
> "The bridge between artistic vision and engine reality." — 技术美术的角色定位
|
||||
> "Budget in numbers: This effect costs 2ms on mobile — we have 4ms total for VFX. Approved with caveats." — 性能决策语言范式
|
||||
> "Spec before start: Give me the budget sheet before you model — I'll tell you exactly what you can afford" — 协作流程核心原则
|
||||
> "No blame, only fixes: The texture blowout is a mipmap bias issue — here's the corrected import setting" — 问题解决心态
|
||||
|
||||
## Key Concepts
|
||||
- [[Shader]]:编写和优化目标平台着色器,包含移动端安全变体
|
||||
@@ -36,12 +41,17 @@ date: 2026-04-26
|
||||
- [[RayTracing]]:实时光线追踪与路径追踪实现
|
||||
- [[Post-Processing]]:模块化后处理栈——Bloom、泛光、色差、晕影、LUT 调色
|
||||
- [[DLSS]]:AI 超采样技术集成(DLSS、FSR、XeSS)
|
||||
- [[MachineLearningArtPipeline]]:AI 辅助美术管线——纹理超分、ML 去噪光照烘焙、DLSS/FSR/XeSS 集成
|
||||
- [[ToolDevelopment]]:艺术家工具开发——Python/DCC 脚本、引擎编辑器工具、着色器参数验证工具
|
||||
- [[TextureAtlasing]]:纹理图集——UI 和小型环境细节使用图集合并,减少 Draw Call
|
||||
|
||||
## Key Entities
|
||||
- [[UnrealTechnicalArtist]]:Unreal 引擎专精的技术美术方向
|
||||
- [[UnityShaderGraphArtist]]:Unity URP/HDRP 着色器图形技术美术
|
||||
- [[UnrealWorldBuilder]]:Unreal 世界构建技术美术协作方
|
||||
- [[UnityArchitect]]:Unity 架构师——资产管线的上游决策者
|
||||
- [[BlenderAddonEngineer]]:Blender 插件工程师——DCC 端资产验证工具协作方
|
||||
- [[GodotShaderDeveloper]]:Godot 着色器开发者——跨引擎共享着色器知识
|
||||
|
||||
## Connections
|
||||
- [[Shader]] ← builds ← [[TechnicalArtist]]
|
||||
@@ -50,8 +60,11 @@ date: 2026-04-26
|
||||
- [[Asset-Pipeline]] ← defines ← [[TechnicalArtist]]
|
||||
- [[UnrealTechnicalArtist]] ← specializes_in ← [[TechnicalArtist]]
|
||||
- [[UnityShaderGraphArtist]] ← specializes_in ← [[TechnicalArtist]]
|
||||
- [[GodotShaderDeveloper]] ← specializes_in ← [[TechnicalArtist]]
|
||||
- [[UnrealWorldBuilder]] ← depends_on ← [[TechnicalArtist]](World Builder 依赖 TA 定义的视觉标准)
|
||||
- [[UnityArchitect]] ← coordinates_with ← [[TechnicalArtist]](Asset Pipeline 标准协调)
|
||||
- [[BlenderAddonEngineer]] ← depends_on ← [[TechnicalArtist]](DCC 工具依赖 TA 定义的资产规范)
|
||||
- [[MachineLearningArtPipeline]] ← enables ← [[TechnicalArtist]](AI 工具扩展 TA 的资产质量提升能力)
|
||||
|
||||
## Contradictions
|
||||
- 无已知冲突。本文档为 Agent 个性定义,不与其他来源直接冲突。
|
||||
|
||||
Reference in New Issue
Block a user