Tier 4 Series 306

306F: The Post-Process

Pilot Record
Student Profile
"The render isn't done when the geometry is drawn. The "Lens" of the camera (Bloom, Color Grading, Vignette) adds the cinematic feel. A Navigator controls the Post-Processing Stack via code to simulate damage or warp speed."

The Concept: The Volume Framework

Post-processing is applied via "Volumes" (invisible boxes).

* **Global Volume:** Affects the whole game.
* **Local Volume:** Only affects the camera when inside (e.g., underwater).
* **Overrides:** Code can ramp up values (Blur) during events.
Red Flag Detected

The AI Trap: "The Camera Script"

You ask the AI: "Make the screen red when I get hit."

// AI-Generated Code: Legacy Method
void OnHit() {
    // Audit Fail: This is the old "OnGUI" way.
    // It draws a red texture over the screen. Slow and ugly.
    GUI.DrawTexture(rect, redTexture);
}

This is "GUI Overdraw." It ignores the modern render pipeline and looks flat.

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: Cinematic FX
volume.profile.TryGet(out Vignette vig);
vig.color.value = Color.red;
vig.intensity.value = 0.5f;
Your Pilot Command
> A skilled Navigator directs the AI to drive the Volume.
Next Mission
The Graphics Exam