Refactor bloated AGENTS.md, CLAUDE.md, or similar agent instruction files to follow progressive disclosure principles. Splits monolithic files into organized, linked documentation.
日本語の概要は準備中です。原文の説明を表示しています。
Kern lighting system guide: dataflow, stage boundaries, DDA call placement rules, telemetry metrics, and static/dynamic split contract. Use when editing any lighting shader or C# — geometry cache, cascade trace/resolve, dynamic polar, bounce cache/solve, or composite. Triggers on: LightingTypes.hlsl, DDA.hlsl, CascadeTrace, CascadeResolve, DynamicPolar, DynamicLightTrace, BounceCache, BounceSolve, CompositeLighting, TraceLightSegment, TraceRadianceSegment, LightingDdaSegments, LightingDdaTexelVisits, SolveCascade, ResolveDirect, BuildCellSolidMask, SolveDiffuseBounce, BuildBounceTaps, IFrameTelemetry.
日本語の概要は準備中です。原文の説明を表示しています。
実行スコア 未検証
インストール方法を見るインストールする前に、エージェントに与えられる指示の中身を確認できます。
| File | Stage |
|---|---|
LightingTypes.hlsl, Extinction.hlsl, GeometryField.hlsl, DDA.hlsl | Shared primitives |
GeometryCache/GeometryCache.hlsl | BuildCellSolidMask |
Cascades/CascadeTrace.hlsl | SolveCascade (DDA traversal) |
Cascades/CascadeResolve.hlsl | ResolveDirect (atlas lookup) |
Dynamic/DynamicPolar.hlsl | TraceDynamicPolar, DynamicRadianceFromPolar (DDA) |
Dynamic/DynamicLightTrace.hlsl | SolveDynamicLighting, ComposeDynamicLighting |
Bounce/BounceCache.hlsl | BuildBounceTaps, BuildBounceFilter (DDA) |
Bounce/BounceSolve.hlsl | SolveDiffuseBounce |
Composite/CompositeLighting.hlsl | CompositeLighting |
FORBIDDEN to add DDA calls (TraceLightSegment, TraceRadianceSegment) inside:
CascadeResolveDynamicLightTraceBounceSolveCompositeLightingLightingDdaSegments or LightingDdaTexelVisits in IFrameTelemetry.LightingDdaSegments / LightingDdaTexelVisits did not grow unexpectedly.Academic papers on GI and Radiance Cascades are in docs/lighting-research/.
まだレビューはありません。使ってみた感想をお寄せください。
ログインなしで書き込めます。使ってみた感想、質問、動かなかった環境などを気軽にどうぞ。
まだコメントはありません。最初のコメントを書いてみませんか。
Refactor bloated AGENTS.md, CLAUDE.md, or similar agent instruction files to follow progressive disclosure principles. Splits monolithic files into organized, linked documentation.
日本語の概要は準備中です。原文の説明を表示しています。
Build and operate a live game using Unity Services. Use when the user needs to implement, connect, or debug backend-driven features — battle passes, achievements, player progression, cloud saves, leaderboards, matchmaking, virtual economies, server-authoritative logic, anti-cheat, player accounts and authentication, remote configuration, feature flags, A/B testing, analytics, or cloud resource deployment. Triggers on live-ops, live service, backend, server authority, cloud code, cloud save, remote config, player data, retention, monetization loop, season pass, ranking, multiplayer sessions, lobbies, or any Unity Services integration.
日本語の概要は準備中です。原文の説明を表示しています。
Kern engine critical invariants: coordinate system, UI Toolkit positioning, RenderTexture blit, LifetimeScope/scene structure, VolumeProfile editor API, camera pixel-grid alignment, performance analysis rules, profiler interpretation, and the no-fallback policy. Use when touching coordinates, WorldToScreen, UI element anchoring, RenderTexture, LifetimeScope, VolumeProfile, camera, FPS analysis, Profiler markers, or any code near an "invariant" comment. Triggers on: CoordinateUtils, MapManager.WorldHeight, RuntimePanelUtils, CameraTransformWorldToPanel, WorldToLocal, PositionWriteEpsilon, CameraPixelGridAligner, LifetimeScope, RegisterComponent, VolumeProfile, AssetDatabase.AddObjectToAsset, EditorLoop, VSync, fallback, paper white, FPS, frame time.
日本語の概要は準備中です。原文の説明を表示しています。
Kern project C# conventions, namespace rules, DI/VContainer patterns, and assembly layer boundaries. Use when writing, editing, or reviewing any C# file — MonoBehaviours, ScriptableObjects, services, contracts, factories, or editor scripts. Triggers on: namespace, nullable, asmdef, VContainer, RegisterComponent, IObjectResolver, composition root, Kern.Contracts, primary constructor, record struct, SA1513, _camelCase, PascalCase, asmref, MonoScript.GetClass.
日本語の概要は準備中です。原文の説明を表示しています。
Synchronize and compile FMOD Studio banks into StreamingAssets
日本語の概要は準備中です。原文の説明を表示しています。
Kern HDR/color pipeline contract: scene-referred linear working space, paper white units, radiance format rules, URP output transform ownership, DisplayFinal perceptual/linear space, UI brightness, HDR calibration screen, safe-start HDR switch, and HDROutputController usage. Use when touching lighting shaders, glow, bloom, tonemapping, post-processing, color grading, LUT, display output, UI colors, calibration, or any code with DisplaySettings / HDROutput / PaperWhite / Tonemapping / CompositeFinal / DisplayFinal / VisualTuning. Triggers on: saturate on radiance, clamp color, sRGB in shader, UNorm light buffer, ARGBHalf, paper white, HDROutputReconciler, VisualTuning, BT2390, detectPaperWhite, HDRCalibrationScreen, HDRSwitchPending, HDROutputSettings.
日本語の概要は準備中です。原文の説明を表示しています。