| name | shader-techniques |
| version | 2.0.0 |
| description | Advanced shader programming, visual effects, custom materials,
and rendering optimization for stunning game graphics.
|
| sasmp_version | 1.3.0 |
| bonded_agent | 03-graphics-rendering |
| bond_type | PRIMARY_BOND |
| parameters | [{"name":"shader_type","type":"string","required":false,"validation":{"enum":["surface","unlit","post_process","compute","particle"]}},{"name":"platform","type":"string","required":false,"validation":{"enum":["pc","console","mobile","vr"]}}] |
| retry_policy | {"enabled":true,"max_attempts":3,"backoff":"exponential"} |
| observability | {"log_events":["start","complete","error","compile"],"metrics":["shader_variants","compile_time","gpu_time_ms"]} |
Shader Techniques
Shader Pipeline Overview
┌─────────────────────────────────────────────────────────────┐
│ RENDERING PIPELINE │
├─────────────────────────────────────────────────────────────┤
│ CPU (Game Logic) │
│ ↓ │
│ VERTEX SHADER │
│ ├─ Transform vertices to clip space │
│ ├─ Calculate normals, tangents │
│ └─ Pass data to fragment shader │
│ ↓ │
│ RASTERIZATION (Fixed function) │
│ ├─ Triangle setup │
│ ├─ Pixel coverage │
│ └─ Interpolation │
│ ↓ │
│ FRAGMENT/PIXEL SHADER │
│ ├─ Sample textures │
│ ├─ Calculate lighting │
│ └─ Output final color │
│ ↓ │
│ OUTPUT (Framebuffer) │
└─────────────────────────────────────────────────────────────┘
Basic Shader Structure
// ✅ Production-Ready: Basic Surface Shader (Unity HLSL)
Shader "Custom/BasicSurface"
{
Properties
{
_MainTex ("Albedo", 2D) = "white" {}
_Color ("Color Tint", Color) = (1,1,1,1)
_Metallic ("Metallic", Range(0,1)) = 0.0
_Smoothness ("Smoothness", Range(0,1)) = 0.5
_NormalMap ("Normal Map", 2D) = "bump" {}
_NormalStrength ("Normal Strength", Range(0,2)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NormalMap;
half4 _Color;
half _Metallic;
half _Smoothness;
half _NormalStrength;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
// Albedo
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Normal mapping
half3 normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
normal.xy *= _NormalStrength;
o.Normal = normalize(normal);
// PBR properties
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Advanced Effects
Toon/Cel Shading