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- Add CCGS Skill Testing Framework: self-contained QA layer with 72 skill specs, 49 agent specs, catalog.yaml, quality-rubric.md, templates, README, CLAUDE.md - Add /skill-improve: test-fix-retest loop covering static + category checks - Add 4 missing skills: /art-bible, /asset-spec, /day-one-patch, /security-audit - Add /skill-test category mode (Phase 2D) with quality rubric evaluation - Extend /skill-test audit to cover agent specs alongside skill specs - Update all skill-test and skill-improve path refs to CCGS Skill Testing Framework/ - Remove stale tests/skills/ directory (superseded by CCGS Skill Testing Framework) - Add director gate intensity modes (full/lean/solo) to gate-check and related skills Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
4.3 KiB
4.3 KiB
Agent Test Spec: unity-shader-specialist
Agent Summary
Domain: Unity Shader Graph, custom HLSL, VFX Graph, URP/HDRP pipeline customization, and post-processing effects. Does NOT own: gameplay code, art style direction. Model tier: Sonnet (default). No gate IDs assigned.
Static Assertions (Structural)
description:field is present and domain-specific (references Shader Graph / HLSL / VFX Graph / URP / HDRP)allowed-tools:list includes Read, Write, Edit, Glob, Grep- Model tier is Sonnet (default for specialists)
- Agent definition does not claim authority over gameplay code or art direction
Test Cases
Case 1: In-domain request — appropriate output
Input: "Create an outline effect for characters using Shader Graph in URP." Expected behavior:
- Produces a Shader Graph node setup description:
- Inverted hull method: Scale Normal → Vertex offset in vertex stage, Cull Front
- OR screen-space post-process outline using depth/normal edge detection
- Recommends the appropriate method based on URP capabilities (inverted hull for URP compatibility, post-process for HDRP)
- Notes URP limitations: no geometry shader support (rules out geometry-shader outline approach)
- Does NOT produce HDRP-specific nodes without confirming the render pipeline
Case 2: Out-of-domain redirect
Input: "Implement the character health bar UI in code." Expected behavior:
- Does NOT produce UI implementation code
- Explicitly states that UI implementation belongs to
ui-programmer(orunity-ui-specialist) - Redirects the request appropriately
- 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
Case 3: HDRP custom pass for outline
Input: "We're on HDRP and want the outline as a post-process effect." Expected behavior:
- Produces the HDRP
CustomPassVolumepattern:- C# class inheriting
CustomPass Execute()method usingCoreUtils.SetRenderTarget()and a full-screen shader blit- Depth/normal buffer sampling for edge detection
- C# class inheriting
- Notes that CustomPass requires HDRP package and does not work in URP
- Confirms the project is on HDRP before providing HDRP-specific code
Case 4: VFX Graph performance — GPU event batching
Input: "The explosion VFX Graph has 10,000 particles per event and spawning 20 simultaneous explosions is causing GPU frame spikes." Expected behavior:
- Identifies GPU particle spawn as the cost driver (200,000 simultaneous particles)
- Proposes GPU event batching: spawn events deferred over multiple frames, stagger initialization
- Recommends a particle budget cap per active explosion (e.g., 3,000 per explosion, queue excess)
- Notes the VFX Graph Event Batcher pattern and Output Event API for cross-frame distribution
- Does NOT change the gameplay event system — proposes a VFX-side budgeting solution
Case 5: Context pass — render pipeline (URP or HDRP)
Input: Project context: URP render pipeline, Unity 2022.3. Request: "Add depth of field post-processing." Expected behavior:
- Uses URP Volume framework:
DepthOfFieldVolume Override component - Does NOT use HDRP Volume components (e.g., HDRP's
DepthOfFieldwith different parameter names) - Notes URP-specific DOF limitations vs HDRP (e.g., Bokeh quality differences)
- Produces C# Volume profile setup code compatible with Unity 2022.3 URP package version
Protocol Compliance
- Stays within declared domain (Shader Graph, HLSL, VFX Graph, URP/HDRP customization)
- Redirects gameplay and UI code to appropriate agents
- Returns structured output (node graph descriptions, HLSL code, CustomPass patterns)
- Distinguishes between URP and HDRP approaches — never cross-contaminates pipeline-specific APIs
- Flags geometry shader approaches as URP-incompatible when relevant
- Produces VFX optimizations that do not change gameplay behavior
Coverage Notes
- Outline effect (Case 1) should be paired with a visual screenshot test in
production/qa/evidence/ - HDRP CustomPass (Case 3) confirms the agent produces the correct Unity pattern, not a generic post-process approach
- Pipeline separation (Case 5) verifies the agent never assumes the render pipeline without context