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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
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Shader Code Standards
All shader files, in every engine, 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 the engine's shader type — Godot
spatial_,canvas_,particles_,post_; UnitySG_(Shader Graph); UnrealM_,MI_(instance),MF_(function)
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(),smoothstep()andmix()(Godot, GLSL) orlerp()(HLSL: Unity, Unreal) - 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