Files
Claude-Code-Game-Studios/.claude/rules/shader-code.md
Donchitos ad540fe75d Game Studio Agent Architecture — complete setup (Phases 1-7)
48 coordinated Claude Code subagents for indie game development:
- 3 leadership agents (creative-director, technical-director, producer)
- 10 department leads (game-designer, lead-programmer, art-director, etc.)
- 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.)
- 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists)

Infrastructure:
- 34 skills (slash commands) for workflows, reviews, and team orchestration
- 8 hooks for commit validation, asset checks, session management
- 11 path-scoped rules enforcing domain-specific standards
- 28 templates for design docs, reports, and collaborative protocols

Key features:
- User-driven collaboration protocol (Question → Options → Decision → Draft → Approval)
- Engine version awareness with knowledge-gap detection (Godot 4.6 pinned)
- Phase gate system for development milestone validation
- CLAUDE.md kept under 80 lines with extracted doc imports

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 21:04:24 +11:00

1.9 KiB

paths
paths
assets/shaders/**

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/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()
  • 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