45 lines
1.9 KiB
Markdown
45 lines
1.9 KiB
Markdown
---
|
|
paths:
|
|
- "assets/shaders/**"
|
|
---
|
|
|
|
# Shader Code Standards
|
|
|
|
All shader files in `assets/shaders/` must follow these standards to maintain
|
|
visual quality, performance, and cross-platform compatibility.
|
|
|
|
## Naming Conventions
|
|
- File naming: `[type]_[category]_[name].[ext]`
|
|
- `spatial_env_water.gdshader` (Godot)
|
|
- `SG_Env_Water` (Unity Shader Graph)
|
|
- `M_Env_Water` (Unreal Material)
|
|
- Use descriptive names that indicate the material purpose
|
|
- Prefix with shader type: `spatial_`, `canvas_`, `particles_`, `post_`
|
|
|
|
## Code Quality
|
|
- All uniforms/parameters must have descriptive names and appropriate hints
|
|
- Group related parameters (Godot: `group_uniforms`, Unity: `[Header]`, Unreal: Category)
|
|
- Comment non-obvious calculations (especially math-heavy sections)
|
|
- No magic numbers — use named constants or documented uniform values
|
|
- Include authorship and purpose comment at the top of each shader file
|
|
|
|
## Performance Requirements
|
|
- Document the target platform and complexity budget for each shader
|
|
- Use appropriate precision: `half`/`mediump` on mobile where full precision isn't needed
|
|
- Minimize texture samples in fragment shaders
|
|
- Avoid dynamic branching in fragment shaders — use `step()`, `mix()`, `smoothstep()`
|
|
- No texture reads inside loops
|
|
- Two-pass approach for blur effects (horizontal then vertical)
|
|
|
|
## Cross-Platform
|
|
- Test shaders on minimum spec target hardware
|
|
- Provide fallback/simplified versions for lower quality tiers
|
|
- Document which render pipeline the shader targets (Forward/Deferred, URP/HDRP, Forward+/Mobile/Compatibility)
|
|
- Do not mix shaders from different render pipelines in the same directory
|
|
|
|
## Variant Management
|
|
- Minimize shader variants — each variant is a separate compiled shader
|
|
- Document all keywords/variants and their purpose
|
|
- Use feature stripping where possible to reduce build size
|
|
- Log and monitor total variant count per shader
|