Tier 4 Series 306

306C: The Vertex Pulse

Pilot Record
Student Profile
"Animation isn't just moving the object; it's bending it. A "Vertex Shader" allows you to manipulate the 3D points of a mesh before they are drawn. A Navigator uses this for flags waving, fish swimming, or breathing UI."

The Concept: Vertex Displacement

We modify the `positionOS` (Object Space Position) in the shader.

* **Sine Wave:** `pos.y += sin(time + pos.x)` creates a wave.
* **Normal Extrusion:** `pos += normal * amount` makes the object fat.
Red Flag Detected

The AI Trap: "The Mesh Modifier"

You ask the AI: "Make the flag wave in the wind."

// AI-Generated Code: CPU Bottleneck
void Update() {
    Mesh mesh = GetComponent<MeshFilter>().mesh;
    Vector3[] verts = mesh.vertices;
    // Audit Fail: Looping through 10,000 vertices on the CPU every frame.
    for(int i=0; i<verts.Length; i++) { ... }
    mesh.vertices = verts;
}

This is "Bus Saturation." You are recalculating geometry on the slow CPU and uploading it to the GPU every frame.

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: Zero CPU Cost
// HLSL Vertex Function
output.positionOS.y += sin(_Time.y * _Speed + input.positionOS.x);
Your Pilot Command
> A skilled Navigator directs the AI to move Vertices on the GPU.
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