Build art pipeline and shader optimization
Technical Artistsubagentsetup L4★54
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