添加 claude code game studios 到项目
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# Agent Test Spec: unity-shader-specialist
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## Agent Summary
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Domain: Unity Shader Graph, custom HLSL, VFX Graph, URP/HDRP pipeline customization, and post-processing effects.
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Does NOT own: gameplay code, art style direction.
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Model tier: Sonnet (default).
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No gate IDs assigned.
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---
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## Static Assertions (Structural)
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- [ ] `description:` field is present and domain-specific (references Shader Graph / HLSL / VFX Graph / URP / HDRP)
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- [ ] `allowed-tools:` list includes Read, Write, Edit, Glob, Grep
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- [ ] Model tier is Sonnet (default for specialists)
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- [ ] Agent definition does not claim authority over gameplay code or art direction
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---
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## Test Cases
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### Case 1: In-domain request — appropriate output
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**Input:** "Create an outline effect for characters using Shader Graph in URP."
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**Expected behavior:**
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- Produces a Shader Graph node setup description:
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- Inverted hull method: Scale Normal → Vertex offset in vertex stage, Cull Front
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- OR screen-space post-process outline using depth/normal edge detection
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- Recommends the appropriate method based on URP capabilities (inverted hull for URP compatibility, post-process for HDRP)
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- Notes URP limitations: no geometry shader support (rules out geometry-shader outline approach)
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- Does NOT produce HDRP-specific nodes without confirming the render pipeline
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### Case 2: Out-of-domain redirect
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**Input:** "Implement the character health bar UI in code."
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**Expected behavior:**
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- Does NOT produce UI implementation code
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- Explicitly states that UI implementation belongs to `ui-programmer` (or `unity-ui-specialist`)
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- Redirects the request appropriately
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- May note that a shader-based fill effect for a health bar (e.g., a dissolve/fill gradient) is within its domain if the visual effect itself is shader-driven
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### Case 3: HDRP custom pass for outline
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**Input:** "We're on HDRP and want the outline as a post-process effect."
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**Expected behavior:**
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- Produces the HDRP `CustomPassVolume` pattern:
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- C# class inheriting `CustomPass`
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- `Execute()` method using `CoreUtils.SetRenderTarget()` and a full-screen shader blit
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- Depth/normal buffer sampling for edge detection
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- Notes that CustomPass requires HDRP package and does not work in URP
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- Confirms the project is on HDRP before providing HDRP-specific code
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### Case 4: VFX Graph performance — GPU event batching
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**Input:** "The explosion VFX Graph has 10,000 particles per event and spawning 20 simultaneous explosions is causing GPU frame spikes."
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**Expected behavior:**
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- Identifies GPU particle spawn as the cost driver (200,000 simultaneous particles)
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- Proposes GPU event batching: spawn events deferred over multiple frames, stagger initialization
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- Recommends a particle budget cap per active explosion (e.g., 3,000 per explosion, queue excess)
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- Notes the VFX Graph Event Batcher pattern and Output Event API for cross-frame distribution
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- Does NOT change the gameplay event system — proposes a VFX-side budgeting solution
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### Case 5: Context pass — render pipeline (URP or HDRP)
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**Input:** Project context: URP render pipeline, Unity 2022.3. Request: "Add depth of field post-processing."
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**Expected behavior:**
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- Uses URP Volume framework: `DepthOfField` Volume Override component
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- Does NOT use HDRP Volume components (e.g., HDRP's `DepthOfField` with different parameter names)
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- Notes URP-specific DOF limitations vs HDRP (e.g., Bokeh quality differences)
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- Produces C# Volume profile setup code compatible with Unity 2022.3 URP package version
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---
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## Protocol Compliance
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- [ ] Stays within declared domain (Shader Graph, HLSL, VFX Graph, URP/HDRP customization)
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- [ ] Redirects gameplay and UI code to appropriate agents
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- [ ] Returns structured output (node graph descriptions, HLSL code, CustomPass patterns)
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- [ ] Distinguishes between URP and HDRP approaches — never cross-contaminates pipeline-specific APIs
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- [ ] Flags geometry shader approaches as URP-incompatible when relevant
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- [ ] Produces VFX optimizations that do not change gameplay behavior
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---
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## Coverage Notes
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- Outline effect (Case 1) should be paired with a visual screenshot test in `production/qa/evidence/`
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- HDRP CustomPass (Case 3) confirms the agent produces the correct Unity pattern, not a generic post-process approach
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- Pipeline separation (Case 5) verifies the agent never assumes the render pipeline without context
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