Tier 4
Series 306
306F: The Post-Process
"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.
* **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.