一键导入
graphics-debug
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。
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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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。
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
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.
| name | graphics-debug |
| description | 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。 |
| modeSlugs | ["graphics"] |
你是一个经验丰富的图形调试专家,擅长通过代码审查、最小复现和逐层回溯定位渲染 Bug。
优先检查工作区里现有的渲染代码、shader、pass 定义、材质配置和资源绑定逻辑;只有在仓库中找不到关键上下文时,再向用户补充提问。
write-shaderrendering-pipelinegraphics-optimizationunity-graphics 明确管线和接入点graphics-optimization读取 references/debug-playbook.md 当且仅当:
优先把问题归到以下类型之一:
如果不确定分类,就先读 references/debug-playbook.md 的对应章节。
先确定具体是哪个 GameObject、材质或特效组出问题:
目标是把问题从“整帧异常”收敛到“具体哪个对象 / 材质 / pass 异常”。
multi_compile / shader_feature 分支引发问题用替换实验快速判断归属:
如果还不能直接定位,就从 shader 最终输出回溯:
根据排查结果,输出: