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- Install CCGS agent/skill/hook framework (.claude/, docs templates, GitHub issue/PR templates) - Configure CLAUDE.md and technical-preferences.md for Unity 6000.3.3f1 (C#, URP, collider-based mouse picking) - Point engine reference import at docs/engine-reference/unity/ and remove unused Godot/Unreal reference docs - Add Version Awareness section to unity-specialist agent - Set production/review-mode.txt to lean - Add design/gdd/combat-mode.md: reverse-documented GDD for the vs-AI Combat mode, confirming it as the foundation for the guion.md narrative campaign (separate from Classic mode) - Add docs/architecture/ADR-0001: documents the existing board-state/singleton/per-mode architecture and the decision to keep Classic and Combat modes permanently separate - Add docs/architecture/control-manifest.md: programmer rules sheet sourced from ADR-0001 and Unity 6 engine reference docs - Continue in-progress Mono/Classic and Mono/Combat refactor (ScoreManager, scene/prefab updates) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Shader Code Standards
All shader files in assets/shaders/ must follow these standards to maintain
visual quality, performance, and cross-platform compatibility.
Naming Conventions
- File naming:
[type]_[category]_[name].[ext]spatial_env_water.gdshader(Godot)SG_Env_Water(Unity Shader Graph)M_Env_Water(Unreal Material)
- Use descriptive names that indicate the material purpose
- Prefix with shader type:
spatial_,canvas_,particles_,post_
Code Quality
- All uniforms/parameters must have descriptive names and appropriate hints
- Group related parameters (Godot:
group_uniforms, Unity:[Header], Unreal: Category) - Comment non-obvious calculations (especially math-heavy sections)
- No magic numbers — use named constants or documented uniform values
- Include authorship and purpose comment at the top of each shader file
Performance Requirements
- Document the target platform and complexity budget for each shader
- Use appropriate precision:
half/mediumpon mobile where full precision isn't needed - Minimize texture samples in fragment shaders
- Avoid dynamic branching in fragment shaders — use
step(),mix(),smoothstep() - No texture reads inside loops
- Two-pass approach for blur effects (horizontal then vertical)
Cross-Platform
- Test shaders on minimum spec target hardware
- Provide fallback/simplified versions for lower quality tiers
- Document which render pipeline the shader targets (Forward/Deferred, URP/HDRP, Forward+/Mobile/Compatibility)
- Do not mix shaders from different render pipelines in the same directory
Variant Management
- Minimize shader variants — each variant is a separate compiled shader
- Document all keywords/variants and their purpose
- Use feature stripping where possible to reduce build size
- Log and monitor total variant count per shader