53 lines
3.4 KiB
Markdown
53 lines
3.4 KiB
Markdown
---
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title: "Unity Shader Graph Artist"
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type: source
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tags: [agent, unity, shader, game-development, urp, hdrp, hlsl, visual-effects]
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date: 2026-05-01
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---
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## Source File
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- [[raw/Agent/agency-agents/game-development/unity/unity-shader-graph-artist.md]]
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## Summary(用中文描述)
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- 核心主题:Unity Shader Graph Artist 智能体的角色定义、技术规范和工作流程,专注文体化与写实shader创作
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- 问题域:Unity渲染管线(URP/HDRP)下的shader创作、HLSL性能优化、shader架构规范
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- 方法/机制:通过Shader Graph实现美术可编辑shader,通过Sub-Graph实现逻辑复用,通过ScriptableRendererFeature实现自定义渲染通道
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- 结论/价值:建立了一套完整的Unity shader开发规范,覆盖从设计到交付的全流程
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## Key Claims(用中文描述)
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- Shader Graph 规范:所有重复逻辑必须封装为 Sub-Graph,禁止节点集群重复,否则视为维护失败
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- 渲染管线规则:URP/HDRP 项目禁止使用 built-in 管线shader;URP 自定义通道必须用 `ScriptableRendererFeature + ScriptableRenderPass`,不能用 `OnRenderImage`
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- 性能标准:移动端每片段最多32次纹理采样、不透明片段最多60条ALU指令;避免在移动端使用 `ddx`/`ddy` 导数
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- HLSL 规范:使用 `.hlsl` 扩展名声明include文件,使用 `.shader` 扩展名声明 ShaderLab wrapper;必须用 `TEXTURE2D`/`SAMPLER` 宏替代 `sampler2D`
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- Dissolve shader 关键逻辑:噪声纹理驱动消融 → Alpha Clip 实现切割边缘 → emissive 边缘高光
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## Key Quotes
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> "Every Shader Graph must use Sub-Graphs for repeated logic — duplicated node clusters are a maintenance and consistency failure." — Shader Graph Architecture Rule
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> "URP custom passes use `ScriptableRendererFeature` + `ScriptableRenderPass` — never `OnRenderImage` (built-in only)" — URP/HDRP Pipeline Rules
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> "Use `TEXTURE2D` / `SAMPLER` macros from `Core.hlsl` — direct `sampler2D` is not SRP-compatible" — HLSL Authorship Rules
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## Key Concepts
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- [[Shader Graph]]:Unity可视化shader编辑工具,支持美术驱动的节点化shader创作
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- [[URP (Universal Render Pipeline)]]:Unity通用渲染管线,Shader Graph主要支持的管线
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- [[HDRP (High Definition Render Pipeline)]]:Unity高清渲染管线,与URP的API不兼容
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- [[HLSL]]:High Level Shading Language,用于编写高性能shader逻辑
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- [[ScriptableRendererFeature]]:URP自定义渲染通道的核心扩展点
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- [[Sub-Graph (Shader Graph)]]:Shader Graph中的可复用子图模块
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- [[Alpha Clipping]]:透明度裁剪,优于Alpha Blend,无深度排序问题
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- [[Dissolve Shader]]:消融shader,通过噪声纹理驱动切割效果
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- [[Fresnel]]:边缘高光效果,基于视角方向和法线夹角计算
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- [[RenderDoc]]:GPU调试工具,用于shader输入输出和寄存器值检查
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## Key Entities
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- [[Unity]]:游戏引擎厂商,Shader Graph、URP、HDRP的提供方
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- [[UnityShaderGraphArtist]]:该智能体的角色名,专注于shader艺术与性能的平衡
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## Connections
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- [[Unity Architect]] ← 专业分工 ← [[Unity Shader Graph Artist]]
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- [[Unity Multiplayer Engineer]] ← 共享工作流 ← [[Unity Shader Graph Artist]]
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- [[Technical Artist]] ← 职责交叉 ← [[Unity Shader Graph Artist]]
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- [[Unreal Technical Artist]] ← 功能对标 ← [[Unity Shader Graph Artist]]
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## Contradictions
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- 无已知冲突
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