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lighting-guide

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.

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MinesReborn/Fodislop星标 4(GitHub 4 + cccskills 0)

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包含的文件(1)

  • SKILL.md2.5 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Lighting guide

Before making a change

  1. Read LIGHTING_ARCHITECTURE.md — dataflow and stage contracts.
  2. Identify which stage the change belongs to:
FileStage
LightingTypes.hlsl, Extinction.hlsl, GeometryField.hlsl, DDA.hlslShared primitives
GeometryCache/GeometryCache.hlslBuildCellSolidMask
Cascades/CascadeTrace.hlslSolveCascade (DDA traversal)
Cascades/CascadeResolve.hlslResolveDirect (atlas lookup)
Dynamic/DynamicPolar.hlslTraceDynamicPolar, DynamicRadianceFromPolar (DDA)
Dynamic/DynamicLightTrace.hlslSolveDynamicLighting, ComposeDynamicLighting
Bounce/BounceCache.hlslBuildBounceTaps, BuildBounceFilter (DDA)
Bounce/BounceSolve.hlslSolveDiffuseBounce
Composite/CompositeLighting.hlslCompositeLighting

Prohibitions

FORBIDDEN to add DDA calls (TraceLightSegment, TraceRadianceSegment) inside:

  • CascadeResolve
  • DynamicLightTrace
  • BounceSolve
  • CompositeLighting

Metrics and verification

  • Any change to transport stages (CascadeTrace, DynamicPolar, BounceCache) must increase LightingDdaSegments or LightingDdaTexelVisits in IFrameTelemetry.
  • After changing transport math verify:
    • All debug views (0–9) show the expected picture.
    • LightingDdaSegments / LightingDdaTexelVisits did not grow unexpectedly.
    • FPS did not drop relative to baseline.

Architectural constraints

  • Do not add "quality step budget" or frame skipping to DDA — walls must be accurate.
  • Static/dynamic split is preserved: cascades are cached until terrain/glow changes; dynamic light is solved per-frame.

Research materials

Academic papers on GI and Radiance Cascades are in docs/lighting-research/.

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