Release 1.1.2 — the default path works end to end

Fix release for 1.1.1: the minimal path end to end, engine commands that
run on Godot, Unity and Unreal, hook warnings you can see, and verdicts
that say when they could not check. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.1 → v1.1.2).

Fixes #67
Fixes #131

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
This commit is contained in:
Donchitos
2026-09-29 21:32:19 +10:00
co-authored by Claude Opus 5.5
parent 7ed2c3e9c4
commit b21fa0f7f2
383 changed files with 22888 additions and 10618 deletions
+9 -3
View File
@@ -1,11 +1,15 @@
---
paths:
- "assets/shaders/**"
- "**/*.gdshader"
- "Assets/**/*.{shader,hlsl,cginc,compute,shadergraph}"
- "Shaders/**"
- "**/*.{usf,ush}"
---
# Shader Code Standards
All shader files in `assets/shaders/` must follow these standards to maintain
All shader files, in every engine, must follow these standards to maintain
visual quality, performance, and cross-platform compatibility.
## Naming Conventions
@@ -14,7 +18,8 @@ visual quality, performance, and cross-platform compatibility.
- `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_`
- Prefix with the engine's shader type — Godot `spatial_`, `canvas_`, `particles_`,
`post_`; Unity `SG_` (Shader Graph); Unreal `M_`, `MI_` (instance), `MF_` (function)
## Code Quality
- All uniforms/parameters must have descriptive names and appropriate hints
@@ -27,7 +32,8 @@ visual quality, performance, and cross-platform compatibility.
- Document the target platform and complexity budget for each shader
- Use appropriate precision: `half`/`mediump` on mobile where full precision isn't needed
- Minimize texture samples in fragment shaders
- Avoid dynamic branching in fragment shaders — use `step()`, `mix()`, `smoothstep()`
- Avoid dynamic branching in fragment shaders — use `step()`, `smoothstep()` and
`mix()` (Godot, GLSL) or `lerp()` (HLSL: Unity, Unreal)
- No texture reads inside loops
- Two-pass approach for blur effects (horizontal then vertical)