cyberneticlibrary

Build art pipeline and shader optimization

Technical Artistsubagentsetup L454
tan-yong-sheng/ai-vision-mcp
What it does

Design and optimize rendering pipelines with shaders, VFX, LOD systems, texture compression

Best for

Maintaining visual quality within hard performance budgets when per-platform constraints and LOD discipline matter

Inputs
  • · Asset poly counts
  • · Texture resolutions and formats
  • · Target platform (PC, console, mobile)
  • · Performance budget
Outputs
  • · Asset budget spec sheets
  • · Custom shader code (HLSL/ShaderLab)
  • · VFX performance audit checklist
  • · LOD chains (LOD0-LOD3)
  • · Texture compression rules
Requires
  • · Unity URP / Unreal / Godot pipelines
  • · Shader complexity visualizer
  • · GPU profiler
Preconditions

Rendering engine loaded; target platforms defined; artist team onboarded on budget specs

Failure modes

Overdraw unaudited on mobile; LOD gaps cause pop-in; shader exceeds mobile budget; texture atlas breaks draw calls

Trust signals
  • · Budget spec sheets enforce limits before production
  • · Shaders profiled with complexity visualizer
  • · VFX particle counts capped per platform
  • · Asset review requires in-engine verification