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Vertex-Code
Vertex-Code contient 12 skills collectées depuis Kirkice, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
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。