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Vertex-Code
Vertex-Code contiene 12 skills recopiladas de Kirkice, con cobertura ocupacional por repositorio y páginas de detalle dentro del sitio.
Skills en este repositorio
Inspect buffer resources and their contents in a RenderDoc capture, including raw bytes and event context. Use when asked to inspect a GPU buffer, constant-buffer contents, structured data, or the meaning of selected buffer bytes in a RenderDoc capture.
Explain the currently selected RenderDoc draw, event, or resource in practical terms. Use when the user refers to "this", "current", or "selected" in a RenderDoc capture and wants to know what it is doing, why it matters, or what to inspect next.
Summarize the structure of a RenderDoc capture and identify its top-level passes, markers, and likely inspection targets. Use when asked for a frame overview, pass breakdown, render flow, first-look summary, or "what is happening in this frame?" for a RenderDoc capture.
Map RenderDoc passes, events, and shaders back to likely project-side source files and implementation points. Use when asked where a pass is implemented, which project files correspond to a capture event, or how a RenderDoc shader links back to workspace code.
Investigate performance bottlenecks in a RenderDoc capture and explain which passes or draws are expensive and why. Use when asked to find the hottest work in a frame, rank expensive draws, explain GPU cost, or produce an optimization report for a RenderDoc capture.
Review shader behavior for a RenderDoc event, including stage roles, bindings, constant buffers, and likely issues. Use when asked to analyze a shader, explain shader-stage behavior, inspect bindings, review constant data, or suggest shader optimizations from a RenderDoc capture.
Trace how a texture is produced, consumed, and related to passes in a RenderDoc capture. Use when asked where a texture comes from, which draws sample it, where a render target is written, or how a texture flows through a frame.
代码级渲染正确性调试。用于黑屏、花屏、闪烁、几何体消失、鬼影、阴影错误、颜色错误、后处理异常等“结果不对”的问题。聚焦定位出问题的对象、pass、keyword 和输入资源,再收敛到 shader、材质或管线根因;如果主要诉求是性能优化,改用 graphics-optimization。
渲染性能优化。用于帧率低、GPU/CPU 时间高、带宽压力大、draw call 过多、shader 过重、内存或资源格式开销过高等“跑得慢”的问题。聚焦瓶颈判断、性能预算、优化取舍和效果验证;如果主要问题是画面结果错误,改用 graphics-debug。
设计和修改渲染管线。用于新增或重排 render pass、重构 render graph、调整资源生命周期与屏障策略、接入延迟渲染/Forward+/Tile-Based 等管线方案,或把新渲染特性集成进现有渲染器。聚焦架构理解、方案设计、集成步骤和验证;如果主要任务是写具体 shader,改用 write-shader。
Unity 图形开发入口。用于 Unity 内置管线、URP、HDRP 下的图形功能开发与排障,包括 ShaderLab/HLSL、ScriptableRendererFeature、ScriptableRenderPass、Custom Pass、后处理、材质与 keyword、SRP Batcher、Shader Variant、Frame Debugger/Profiler 等 Unity 特有工作流。先识别 Unity 渲染栈和集成位置,再把具体实现分派给 write-shader、rendering-pipeline、graphics-debug 或 graphics-optimization。
编写、修改和优化 GPU Shader 代码。用于从零实现 shader、修复 shader 编译或运行逻辑、重写热点采样/数学路径,或为 PBR、后处理、compute、天空盒、粒子等效果提供具体 shader 实现。支持 HLSL、GLSL、WGSL、MSL;如果主要任务是改 render pass 或管线架构,改用 rendering-pipeline。