Tier 4
Series 306
306A: The Shader Graph
"Standard Materials are boring. To make a shield ripple or an engine glow, you need a custom Shader. A Navigator uses Shader Graph to visually "wire" the surface properties without writing raw code."
The Concept: Node-Based Rendering
Shaders calculate the color of every pixel.
* **Master Node:** The final output (Color, Alpha, Metallic).
* **Properties:** Variables exposed to the Inspector (Color, Speed).
* **Time:** A node that drives animation on the GPU.
* **Master Node:** The final output (Color, Alpha, Metallic).
* **Properties:** Variables exposed to the Inspector (Color, Speed).
* **Time:** A node that drives animation on the GPU.
Red Flag Detected
The AI Trap: "The Texture Tiling Script"
You ask the AI: "Scroll the water texture."
// AI-Generated Code: CPU Heavy
void Update() {
// Audit Fail: Modifying the material offset on the CPU every frame.
// This forces data transfer from CPU to GPU 60 times a second.
material.mainTextureOffset += speed * Time.deltaTime;
}
This is "Bus Traffic." You are clogging the bridge between CPU and GPU for a simple math operation.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Navigator's Correction
Corrective Protocol
// Corrected: GPU Native // No C# code needed. // In Shader Graph: [Time] -> [Multiply] -> [Tiling And Offset] -> [Base Map]
Your Pilot Command
> A skilled Navigator directs the AI to use Shader Graph.