Refactor bloated AGENTS.md, CLAUDE.md, or similar agent instruction files to follow progressive disclosure principles. Splits monolithic files into organized, linked documentation.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
实测评分 未实测
查看安装方法安装前可以查看交给 AI 代理的指令内容。
| 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/.
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Refactor bloated AGENTS.md, CLAUDE.md, or similar agent instruction files to follow progressive disclosure principles. Splits monolithic files into organized, linked documentation.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
Synchronize and compile FMOD Studio banks into StreamingAssets
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。