算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
unity-shadergraph-design【设计与创意】Source-anchored Shader Graph design rules for Unity 2022.3
独立 GitHub 快照 · 自动分类 · 以原作者文档为准
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Advisory module. Read this before giving Shader Graph guidance. The goal is to keep recommendations anchored to actual package/source behavior, not stale model memory.
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
Validated against:
E:/CodeSpace/temp/shadergraph/com.unity.shadergraph@14.0.12E:/CodeSpace/temp/Graphics/Packages/com.unity.shadergraphCore anchors:
Editor/Data/Graphs/GraphData.csEditor/Data/Nodes/AbstractMaterialNode.csEditor/Data/Interfaces/Graph/SlotReference.csEditor/Data/Nodes/...Load before:
shadergraph_* node editing skillsshadergraph_list_supported_nodesshadergraph_get_structure is the fact source for current node ids, slot ids, and live topologyAppendVectorNode is currently Unity 6 only in live validation| Sub-doc | Read when |
|---|---|
| VERSIONS.md | You need version differences or portability rules |
| NODES.md | You need the supported node subset and editable fields |
| RECIPES.md | You need patterns that the current skill subset can actually build |
| PITFALLS.md | You are reviewing a graph or suspect bad advice / hidden costs |
| REVIEW.md | You want a checklist for judging a Shader Graph plan |
nodeId and slotId.PropertyNode, create or verify the blackboard property first; the node binds a real property object, not just a string.When in doubt, cite the relevant source path or ask the runtime graph for structure first.