nccgs 2.1.1 → 3.0.0-rc.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (705) hide show
  1. package/CHANGELOG.md +76 -235
  2. package/LICENSE +1 -1
  3. package/README.md +87 -206
  4. package/THIRD_PARTY_NOTICES.md +6 -34
  5. package/bin/nccgs.mjs +96 -0
  6. package/cli/doctor.mjs +82 -0
  7. package/cli/feedback.mjs +13 -0
  8. package/cli/install.mjs +111 -0
  9. package/cli/release.mjs +59 -0
  10. package/cli/run.mjs +35 -0
  11. package/cli/spawn.mjs +20 -0
  12. package/cli/uninstall.mjs +43 -0
  13. package/cli/update-check.mjs +66 -0
  14. package/docs/EVIDENCE-VERIFICATION.md +22 -0
  15. package/package.json +23 -30
  16. package/runtime/core/diag.mjs +43 -0
  17. package/runtime/core/feedback-policy.mjs +54 -0
  18. package/runtime/core/fs.mjs +80 -0
  19. package/runtime/core/job-object.mjs +73 -0
  20. package/runtime/core/modes.mjs +87 -0
  21. package/runtime/core/process-tree.mjs +109 -0
  22. package/runtime/core/project.mjs +113 -0
  23. package/runtime/core/snapshot.mjs +114 -0
  24. package/runtime/hooks/common.mjs +22 -0
  25. package/runtime/hooks/done-guard.mjs +15 -0
  26. package/runtime/hooks/guard-mcp.mjs +8 -0
  27. package/runtime/hooks/guard-shell.mjs +16 -0
  28. package/runtime/hooks/guard-write.mjs +25 -0
  29. package/runtime/hooks/session-log.mjs +7 -0
  30. package/runtime/hooks/session-start.mjs +40 -0
  31. package/runtime/hooks/unity-transport.mjs +12 -0
  32. package/runtime/modes.json +39 -0
  33. package/runtime/task/cost.mjs +103 -0
  34. package/runtime/task/criteria.mjs +128 -0
  35. package/runtime/task/feedback.mjs +136 -0
  36. package/runtime/task/ledger.mjs +109 -0
  37. package/runtime/task/plan.mjs +69 -0
  38. package/runtime/task/project.mjs +79 -0
  39. package/runtime/task/report.mjs +252 -0
  40. package/runtime/task/task.mjs +238 -0
  41. package/runtime/unity/assets.mjs +51 -0
  42. package/runtime/unity/playtest.mjs +145 -0
  43. package/runtime/unity/unity.mjs +350 -0
  44. package/scripts/check-job-object.mjs +18 -0
  45. package/scripts/sync-unity-skills.mjs +35 -119
  46. package/template/CLAUDE.md +39 -0
  47. package/template/agents/fast-fix.md +9 -0
  48. package/template/agents/implementer.md +19 -0
  49. package/template/agents/playtester.md +15 -0
  50. package/template/agents/reviewer.md +19 -0
  51. package/template/agents/scout.md +9 -0
  52. package/template/ponytail/README.md +8 -0
  53. package/{.claude/nccgs/packages → template}/ponytail/engineering.md +10 -0
  54. package/template/protocols/evidence.md +52 -0
  55. package/template/protocols/playtest.md +45 -0
  56. package/template/protocols/review.md +34 -0
  57. package/template/protocols/unity-cli-notes.md +56 -0
  58. package/template/settings.fragment.json +33 -0
  59. package/template/skills/art-bible/SKILL.md +19 -0
  60. package/template/skills/asset-spec/SKILL.md +19 -0
  61. package/template/skills/brainstorm/SKILL.md +17 -0
  62. package/template/skills/feedback/SKILL.md +16 -0
  63. package/template/skills/map-systems/SKILL.md +25 -0
  64. package/template/skills/playtest/SKILL.md +17 -0
  65. package/template/skills/status/SKILL.md +18 -0
  66. package/template/skills/test/SKILL.md +34 -0
  67. package/template/skills/unity-foundation/SKILL.md +17 -0
  68. package/template/skills/vertical-slice/SKILL.md +17 -0
  69. package/template/skills/work/SKILL.md +65 -0
  70. package/tools/feedback-worker/README.md +12 -0
  71. package/tools/feedback-worker/worker.js +39 -0
  72. package/tools/feedback-worker/wrangler.toml +12 -0
  73. package/unity-skills/2d-pixel-perfect/SKILL.md +208 -0
  74. package/unity-skills/2d-pixel-perfect/references/api-reference.md +81 -0
  75. package/unity-skills/2d-pixel-perfect/references/camera-setup-builtin.cs +40 -0
  76. package/unity-skills/2d-pixel-perfect/references/camera-setup-urp.cs +49 -0
  77. package/unity-skills/2d-pixel-perfect/references/pipeline-detection.cs +50 -0
  78. package/unity-skills/2d-pixel-perfect/references/sprite-settings.cs +37 -0
  79. package/unity-skills/asset-transformer-toolkit/SECURITY.md +15 -0
  80. package/unity-skills/asset-transformer-toolkit/SKILL.md +39 -0
  81. package/unity-skills/asset-transformer-toolkit/references/create-importer.md +121 -0
  82. package/unity-skills/asset-transformer-toolkit/references/lods.md +61 -0
  83. package/unity-skills/asset-transformer-toolkit/references/rule-api.md +154 -0
  84. package/unity-skills/asset-transformer-toolkit/references/ruleblock-api.md +37 -0
  85. package/unity-skills/asset-transformer-toolkit/references/ruleset-api.md +138 -0
  86. package/unity-skills/asset-transformer-toolkit/references/rulesets-and-actions.md +227 -0
  87. package/unity-skills/audio-setup-mixers/SECURITY.md +16 -0
  88. package/unity-skills/audio-setup-mixers/SKILL.md +127 -0
  89. package/unity-skills/audio-setup-mixers/references/api.md +162 -0
  90. package/unity-skills/build-gtk/SKILL.md +242 -0
  91. package/unity-skills/build-gtk/references/graph-api.md +324 -0
  92. package/unity-skills/build-gtk/references/pitfalls.md +86 -0
  93. package/unity-skills/build-gtk/references/runtime-and-visualization.md +196 -0
  94. package/unity-skills/build-gtk/references/state-machine-api.md +286 -0
  95. package/unity-skills/build-live-game/SKILL.md +255 -0
  96. package/{.claude/skills → unity-skills}/build-live-game/references/achievements.md +132 -154
  97. package/{.claude/skills → unity-skills}/build-live-game/references/apis.md +10 -19
  98. package/{.claude/skills → unity-skills}/build-live-game/references/authentication.md +14 -20
  99. package/{.claude/skills → unity-skills}/build-live-game/references/battlepass.md +269 -225
  100. package/unity-skills/build-live-game/references/blueprints-and-samples.md +75 -0
  101. package/unity-skills/build-live-game/references/cloud-code-cloudbehaviours.md +1111 -0
  102. package/unity-skills/build-live-game/references/cloud-code-modules.md +1276 -0
  103. package/unity-skills/build-live-game/references/cloud-code.md +58 -0
  104. package/{.claude/skills → unity-skills}/build-live-game/references/cloud-save.md +15 -25
  105. package/{.claude/skills → unity-skills}/build-live-game/references/deployment.md +33 -18
  106. package/{.claude/skills → unity-skills}/build-live-game/references/player-account.md +31 -23
  107. package/{.claude/skills → unity-skills}/build-live-game/references/tooling.md +0 -56
  108. package/unity-skills/build-live-game/references/ugs-cli.md +86 -0
  109. package/unity-skills/craft-game-floors/SECURITY.md +23 -0
  110. package/unity-skills/craft-game-floors/SKILL.md +134 -0
  111. package/unity-skills/craft-game-floors/references/art-direction.md +85 -0
  112. package/unity-skills/craft-game-floors/references/camera-rigs.md +51 -0
  113. package/unity-skills/craft-game-floors/references/character-motion.md +35 -0
  114. package/unity-skills/craft-game-floors/references/game-audio.md +47 -0
  115. package/unity-skills/craft-game-floors/references/game-feel.md +68 -0
  116. package/unity-skills/craft-game-floors/references/game-shell.md +45 -0
  117. package/unity-skills/craft-game-floors/references/live-floor.md +35 -0
  118. package/unity-skills/craft-game-floors/references/placeholder-assets.md +35 -0
  119. package/unity-skills/craft-game-floors/references/scene-lighting.md +52 -0
  120. package/unity-skills/craft-game-floors/references/toon-shading.md +34 -0
  121. package/unity-skills/craft-game-floors/references/vfx.md +40 -0
  122. package/unity-skills/craft-game-floors/references/visual-scorecard.md +43 -0
  123. package/unity-skills/create-2d-physics/SECURITY.md +16 -0
  124. package/unity-skills/create-2d-physics/SKILL.md +128 -0
  125. package/unity-skills/create-2d-physics/references/2d-physics-core.md +155 -0
  126. package/unity-skills/create-2d-physics/references/legacy-2d-physics.md +45 -0
  127. package/unity-skills/create-tile-palette-or-rule-tiles/SKILL.md +12 -0
  128. package/unity-skills/create-tile-palette-or-rule-tiles/references/hexagonalruletile.md +71 -0
  129. package/unity-skills/create-tile-palette-or-rule-tiles/references/palette-create.md +38 -0
  130. package/unity-skills/create-tile-palette-or-rule-tiles/references/ruletile-createempty.md +35 -0
  131. package/unity-skills/create-tile-palette-or-rule-tiles/references/ruletile-createfromsegment.md +212 -0
  132. package/unity-skills/create-tile-palette-or-rule-tiles/references/ruletile.md +90 -0
  133. package/unity-skills/create-tile-palette-or-rule-tiles/scripts/CreatePaletteTemplate.cs +148 -0
  134. package/unity-skills/create-tile-palette-or-rule-tiles/scripts/ManualWorkflowExample.cs +63 -0
  135. package/unity-skills/create-tile-palette-or-rule-tiles/scripts/RuleTileGenerator.cs +61 -0
  136. package/unity-skills/create-tile-palette-or-rule-tiles/scripts/TilemapRuleTileCreateFromSegment.cs +225 -0
  137. package/unity-skills/generate-editor-search-query/SECURITY.md +17 -0
  138. package/unity-skills/generate-editor-search-query/SKILL.md +117 -0
  139. package/unity-skills/generate-editor-search-query/references/open-search-window.md +70 -0
  140. package/unity-skills/generate-editor-search-query/references/query-patterns.md +124 -0
  141. package/{.claude/skills → unity-skills}/implement-in-app-purchases/SKILL.md +1 -2
  142. package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/api-notes.md +25 -28
  143. package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/path-convert-native-google-billing.md +1 -1
  144. package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/path-implement-iap-d2c.md +40 -5
  145. package/{.claude/skills → unity-skills}/initialize-ai-navigation/SKILL.md +4 -4
  146. package/{.claude/skills → unity-skills}/initialize-ai-navigation/references/navigation-system.md +3 -3
  147. package/{.claude/skills → unity-skills}/levelplay-unity-integration/CHANGELOG.md +12 -0
  148. package/{.claude/skills → unity-skills}/levelplay-unity-integration/README.md +9 -5
  149. package/unity-skills/levelplay-unity-integration/SKILL.md +442 -0
  150. package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/banner-api.md +15 -8
  151. package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/best-practices.md +604 -536
  152. package/unity-skills/levelplay-unity-integration/references/dependency-resolution.md +94 -0
  153. package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/ilrd-api.md +2 -2
  154. package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/initialization-api.md +221 -0
  155. package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/interstitial-api.md +11 -3
  156. package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/ios-setup.md +6 -34
  157. package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/migration-sdk-9.md +1 -1
  158. package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/privacy-settings.md +14 -29
  159. package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/rewarded-api.md +20 -4
  160. package/unity-skills/levelplay-unity-integration/references/testing-and-validation.md +222 -0
  161. package/unity-skills/levelplay-unity-integration/references/troubleshooting.md +99 -0
  162. package/unity-skills/localization/SKILL.md +347 -0
  163. package/{.claude/skills → unity-skills}/localization/references/api-notes.md +4 -0
  164. package/unity-skills/localization/resources/L10nBatchProcessor.cs +191 -0
  165. package/unity-skills/manage-sprite-atlas/SKILL.md +351 -0
  166. package/unity-skills/manage-sprite-atlas/references/addressables-delivery.md +58 -0
  167. package/unity-skills/manage-sprite-atlas/references/api.md +382 -0
  168. package/unity-skills/manage-sprite-atlas/references/best-practices.md +183 -0
  169. package/unity-skills/manage-sprite-atlas/references/common-errors.md +123 -0
  170. package/unity-skills/manage-sprite-atlas/references/custom-packing.md +147 -0
  171. package/unity-skills/manage-sprite-atlas/references/manual-authoring.md +39 -0
  172. package/unity-skills/manage-sprite-atlas/resources/authoringvsruntime.cs +176 -0
  173. package/unity-skills/manage-sprite-atlas/resources/buildaddressablespostprocess.cs +59 -0
  174. package/unity-skills/manage-sprite-atlas/resources/cacheloadedatlases.cs +145 -0
  175. package/unity-skills/manage-sprite-atlas/resources/cleanupbatchoperations.cs +119 -0
  176. package/unity-skills/manage-sprite-atlas/resources/createandconfiguremasteratlas.cs +57 -0
  177. package/unity-skills/manage-sprite-atlas/resources/custompackersetup.cs +88 -0
  178. package/unity-skills/manage-sprite-atlas/resources/deprecatedmethods.cs +142 -0
  179. package/unity-skills/manage-sprite-atlas/resources/dontmodifywithoutsaving.cs +120 -0
  180. package/unity-skills/manage-sprite-atlas/resources/dontpackinruntimebuilds.cs +190 -0
  181. package/unity-skills/manage-sprite-atlas/resources/dontscriptspriteatlasineditor.cs +114 -0
  182. package/unity-skills/manage-sprite-atlas/resources/editorconfiguration.cs +95 -0
  183. package/unity-skills/manage-sprite-atlas/resources/enablespritepacking.cs +172 -0
  184. package/unity-skills/manage-sprite-atlas/resources/gridspritepacker.cs +50 -0
  185. package/unity-skills/manage-sprite-atlas/resources/handlelatebinding.cs +147 -0
  186. package/unity-skills/manage-sprite-atlas/resources/handlenullcases.cs +141 -0
  187. package/unity-skills/manage-sprite-atlas/resources/migratev1tov2.cs +335 -0
  188. package/unity-skills/manage-sprite-atlas/resources/multipagepacker.cs +80 -0
  189. package/unity-skills/manage-sprite-atlas/resources/optimizetexturesettings.cs +191 -0
  190. package/unity-skills/manage-sprite-atlas/resources/packerdebugging.cs +158 -0
  191. package/unity-skills/manage-sprite-atlas/resources/packtransform.cs +51 -0
  192. package/unity-skills/manage-sprite-atlas/resources/platformnames.cs +127 -0
  193. package/unity-skills/manage-sprite-atlas/resources/queryspritesefficiently.cs +222 -0
  194. package/unity-skills/manage-sprite-atlas/resources/registercallbacks.cs +152 -0
  195. package/unity-skills/manage-sprite-atlas/resources/runtimeatlasloader.cs +15 -0
  196. package/unity-skills/manage-sprite-atlas/resources/runtimespriteaccess.cs +19 -0
  197. package/unity-skills/manage-sprite-atlas/resources/savespriteatlasasset.cs +107 -0
  198. package/unity-skills/manage-sprite-atlas/resources/scriptablepacker.cs +81 -0
  199. package/unity-skills/manage-sprite-atlas/resources/setincludeinbuild.cs +164 -0
  200. package/unity-skills/manage-sprite-atlas/resources/sizeoptimizedpacker.cs +88 -0
  201. package/unity-skills/manage-sprite-atlas/resources/spriteatlaslatebinding.cs +123 -0
  202. package/unity-skills/manage-sprite-atlas/resources/spriteatlasprebuildgenerator.cs +219 -0
  203. package/unity-skills/manage-sprite-atlas/resources/spritedata.cs +35 -0
  204. package/unity-skills/manage-sprite-atlas/resources/spritepack.cs +39 -0
  205. package/unity-skills/manage-sprite-atlas/resources/texturedata.cs +15 -0
  206. package/unity-skills/manage-sprite-atlas/resources/updatebuildscripts.cs +357 -0
  207. package/unity-skills/manage-sprite-atlas/resources/updatesettingsconfiguration.cs +135 -0
  208. package/unity-skills/manage-sprite-atlas/resources/usevariantswisely.cs +179 -0
  209. package/unity-skills/manage-sprite-atlas/resources/variantatlas.cs +39 -0
  210. package/unity-skills/manifest.json +1155 -0
  211. package/unity-skills/migrate-birp-to-urp/SECURITY.md +16 -0
  212. package/unity-skills/migrate-birp-to-urp/SKILL.md +543 -0
  213. package/unity-skills/migrate-birp-to-urp/references/capturing-the-editor.md +66 -0
  214. package/unity-skills/migrate-birp-to-urp/references/complex-shader-situations.md +272 -0
  215. package/unity-skills/migrate-birp-to-urp/references/custom-shader-triage.md +123 -0
  216. package/unity-skills/migrate-birp-to-urp/references/implementation-patterns.md +529 -0
  217. package/unity-skills/migrate-birp-to-urp/references/migration-workflow.md +265 -0
  218. package/unity-skills/migrate-birp-to-urp/references/quality-settings-map.md +69 -0
  219. package/unity-skills/new-unity-project/SECURITY.md +26 -0
  220. package/unity-skills/new-unity-project/SKILL.md +386 -0
  221. package/unity-skills/new-unity-project/references/skill-setup.md +66 -0
  222. package/unity-skills/optimize-audio/SECURITY.md +16 -0
  223. package/{.claude/skills → unity-skills}/optimize-audio/SKILL.md +17 -17
  224. package/{.claude/skills → unity-skills}/optimize-audio/resources/audio-import-api.md +8 -5
  225. package/{.claude/skills → unity-skills}/optimize-text-mesh-pro/SKILL.md +1 -11
  226. package/unity-skills/optimize-web/SECURITY.md +16 -0
  227. package/{.claude/skills → unity-skills}/optimize-web/SKILL.md +164 -27
  228. package/unity-skills/optimize-web/scripts/WebOptimizer.cs +46 -0
  229. package/unity-skills/optimize-web/scripts/toktx-examples.sh +11 -0
  230. package/{.claude/skills → unity-skills}/physics-3d-collision/SKILL.md +2 -2
  231. package/unity-skills/physics-3d-collision/references/troubleshooting.md +8 -0
  232. package/unity-skills/project-auditor-fixes/SKILL.md +64 -0
  233. package/{.claude/skills → unity-skills}/setup-multiplayer-services/SKILL.md +1 -4
  234. package/{.claude/skills → unity-skills}/setup-vivox-voice-chat/SKILL.md +1 -1
  235. package/{.claude/skills → unity-skills}/shader-graph-create-custom-node/SKILL.md +1 -1
  236. package/unity-skills/sprite-editor/SECURITY.md +16 -0
  237. package/{.claude/skills → unity-skills}/sprite-editor/SKILL.md +9 -9
  238. package/{.claude/skills → unity-skills}/sprite-editor/references/templates.md +1 -1
  239. package/unity-skills/sprite-segment-3x3grid/SKILL.md +136 -0
  240. package/unity-skills/sprite-segment-3x3grid/scripts/SpriteGridAnalysis.cs +119 -0
  241. package/{.claude/skills → unity-skills}/ui/SKILL.md +1 -1
  242. package/{.claude/skills → unity-skills}/ui-imgui/SKILL.md +1 -7
  243. package/{.claude/skills → unity-skills}/ui-ugui/SKILL.md +3 -9
  244. package/{.claude/skills → unity-skills}/ui-uitk/SKILL.md +8 -14
  245. package/{.claude/skills → unity-skills}/ui-uitk/references/custom-elements.md +1 -1
  246. package/unity-skills/unity-cli/CHANGELOG.md +515 -0
  247. package/unity-skills/unity-cli/SECURITY.md +68 -0
  248. package/unity-skills/unity-cli/SKILL.md +723 -0
  249. package/unity-skills/unity-cli/references/auth-license-cloud.md +318 -0
  250. package/unity-skills/unity-cli/references/build-run-test.md +555 -0
  251. package/unity-skills/unity-cli/references/cloud-automation.md +736 -0
  252. package/{.claude/skills → unity-skills}/unity-cli/references/collaboration.md +166 -105
  253. package/unity-skills/unity-cli/references/config-hub.md +239 -0
  254. package/unity-skills/unity-cli/references/diagnostics-maintenance.md +720 -0
  255. package/unity-skills/unity-cli/references/docs-workflow.md +179 -0
  256. package/unity-skills/unity-cli/references/editors-install.md +476 -0
  257. package/unity-skills/unity-cli/references/integration-advanced.md +1130 -0
  258. package/unity-skills/unity-cli/references/playmode-verification-loop.md +279 -0
  259. package/unity-skills/unity-cli/references/projects-templates.md +996 -0
  260. package/unity-skills/unity-cli/references/version-control.md +612 -0
  261. package/{.claude/skills → unity-skills}/unity-package-management/SKILL.md +60 -12
  262. package/{.claude/skills → unity-skills}/unity-package-management/references/select-packages.md +39 -21
  263. package/unity-skills/unity-pipeline/SECURITY.md +17 -0
  264. package/unity-skills/unity-pipeline/SKILL.md +335 -0
  265. package/unity-skills/urp-postprocessing/SECURITY.md +16 -0
  266. package/{.claude/skills → unity-skills}/urp-postprocessing/SKILL.md +12 -12
  267. package/{.claude/skills → unity-skills}/urp-postprocessing/references/code-templates.md +39 -8
  268. package/{.claude/skills → unity-skills}/validate-urp-render-graph-renderer-feature/SKILL.md +1 -1
  269. package/.claude/agents/nccgs-adversarial-reviewer.md +0 -43
  270. package/.claude/agents/nccgs-engine-programmer.md +0 -27
  271. package/.claude/agents/nccgs-fast-implementer.md +0 -30
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  695. /package/{.claude/skills → unity-skills}/sprite-editor/scripts/SpriteToPng.cs +0 -0
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@@ -0,0 +1,66 @@
1
+ # Capturing the Editor for visual checks
2
+
3
+ There is no capture command in the Pipeline catalog. Run the capture as C# through `script eval`, write
4
+ a PNG, then **read that file** — reading an image is something the agent does natively, so the
5
+ two-step version is equivalent to a single capture tool.
6
+
7
+ Both variants below were verified against a live Unity 6 Editor.
8
+
9
+ ## Scene View
10
+
11
+ ```csharp
12
+ var sv = UnityEditor.SceneView.lastActiveSceneView;
13
+ if (sv == null) throw new System.Exception("No active SceneView to capture.");
14
+ var cam = sv.camera;
15
+ var rt = new UnityEngine.RenderTexture(1280, 720, 24);
16
+ var prevTarget = cam.targetTexture; cam.targetTexture = rt; cam.Render(); cam.targetTexture = prevTarget;
17
+ var prevActive = UnityEngine.RenderTexture.active; UnityEngine.RenderTexture.active = rt;
18
+ var tex = new UnityEngine.Texture2D(1280, 720, UnityEngine.TextureFormat.RGB24, false);
19
+ tex.ReadPixels(new UnityEngine.Rect(0, 0, 1280, 720), 0, 0); tex.Apply();
20
+ UnityEngine.RenderTexture.active = prevActive;
21
+ var path = System.IO.Path.Combine(System.IO.Path.GetTempPath(), "unity-sceneview.png");
22
+ System.IO.File.WriteAllBytes(path, UnityEngine.ImageConversion.EncodeToPNG(tex));
23
+ return path;
24
+ ```
25
+
26
+ ## Game camera
27
+
28
+ Same shape, rendering `Camera.main` instead:
29
+
30
+ ```csharp
31
+ var cam = UnityEngine.Camera.main;
32
+ if (cam == null) throw new System.Exception("No Camera.main in the active scene.");
33
+ var rt = new UnityEngine.RenderTexture(1280, 720, 24);
34
+ var prevTarget = cam.targetTexture; cam.targetTexture = rt; cam.Render(); cam.targetTexture = prevTarget;
35
+ var prevActive = UnityEngine.RenderTexture.active; UnityEngine.RenderTexture.active = rt;
36
+ var tex = new UnityEngine.Texture2D(1280, 720, UnityEngine.TextureFormat.RGB24, false);
37
+ tex.ReadPixels(new UnityEngine.Rect(0, 0, 1280, 720), 0, 0); tex.Apply();
38
+ UnityEngine.RenderTexture.active = prevActive;
39
+ var path = System.IO.Path.Combine(System.IO.Path.GetTempPath(), "unity-gameview.png");
40
+ System.IO.File.WriteAllBytes(path, UnityEngine.ImageConversion.EncodeToPNG(tex));
41
+ return path;
42
+ ```
43
+
44
+ ## Several angles
45
+
46
+ Move the Scene View camera between captures and write a distinct filename each time. `sv.pivot`
47
+ sets what it looks at, `sv.rotation` the direction, `sv.size` the distance; call `sv.Repaint()`
48
+ after changing them, then capture as above.
49
+
50
+ ```csharp
51
+ var sv = UnityEditor.SceneView.lastActiveSceneView;
52
+ sv.pivot = new UnityEngine.Vector3(0, 0, 0);
53
+ sv.rotation = UnityEngine.Quaternion.Euler(30, 45, 0); // vary this per angle
54
+ sv.size = 10f;
55
+ sv.Repaint();
56
+ ```
57
+
58
+ To frame specific objects rather than a fixed point, select them and use
59
+ `UnityEditor.SceneView.FrameLastActiveSceneView()`, or set `sv.pivot` to the centre of their
60
+ combined bounds.
61
+
62
+ **Then read the returned path.** Write each capture to a distinct filename so a later capture
63
+ doesn't get confused with an earlier one — comparing before and after a change is the whole point.
64
+
65
+ Temp files are the default here rather than `Assets/`: a PNG written into the project becomes an
66
+ imported asset the user then has to clean up.
@@ -0,0 +1,272 @@
1
+ # Complex Shader Situations
2
+
3
+ Use deliberate URP migration strategies for higher-risk Built-in rendering patterns instead of quick shader rewrites.
4
+
5
+ ## Table of Contents
6
+
7
+ - [Official References](#official-references)
8
+ - [Ground Truth](#ground-truth)
9
+ - [Case 1: Surface Shaders](#case-1-surface-shaders)
10
+ - [Case 2: GrabPass, Refraction, and Scene-Color Effects](#case-2-grabpass-refraction-and-scene-color-effects)
11
+ - [Case 3: Built-in Fullscreen Effects and `OnRenderImage`](#case-3-built-in-fullscreen-effects-and-onrenderimage)
12
+ - [Case 4: Replacement Shader and Alternate-Camera Rendering Workflows](#case-4-replacement-shader-and-alternate-camera-rendering-workflows)
13
+ - [Case 5: Multi-Pass, Custom Lighting, and Deferred-Specific Shaders](#case-5-multi-pass-custom-lighting-and-deferred-specific-shaders)
14
+ - [Case 6: Package-Owned and Framework Shaders](#case-6-package-owned-and-framework-shaders)
15
+ - [Stop-and-Escalate Signals](#stop-and-escalate-signals)
16
+
17
+ ## Official References
18
+
19
+ - [Render pipeline feature comparison](https://docs.unity3d.com/Manual/render-pipelines-feature-comparison.html)
20
+ - [Upgrade custom shaders for URP compatibility](https://docs.unity3d.com/Manual/urp/urp-shaders/birp-urp-custom-shader-upgrade-guide.html)
21
+ - [Camera.OnRenderImage](https://docs.unity3d.com/ScriptReference/Camera.OnRenderImage.html)
22
+ - [Custom post-processing in URP](https://docs.unity3d.com/Manual/urp/post-processing/custom-post-processing.html)
23
+ - [Make a shader compatible with the Deferred rendering path in URP](https://docs.unity3d.com/Manual/urp/rendering/make-shader-compatible-with-deferred.html)
24
+
25
+ ## Ground Truth
26
+
27
+ - The Render Pipeline Converter does not auto-upgrade custom shaders.
28
+ - URP does not support `GrabPass`.
29
+ - URP does not support Surface Shaders.
30
+ - `OnRenderImage` is a Built-in image-effect path; URP custom fullscreen effects should move toward `ScriptableRenderPass`, Renderer Features, or URP custom post-processing.
31
+ - Hand-written shaders can work in URP, but Shader Graph is often the safer option for simpler effects.
32
+
33
+ ## Case 1: Surface Shaders
34
+
35
+ Indicators:
36
+
37
+ - `#pragma surface`
38
+ - Surface-shader lighting models
39
+ - heavy reliance on Built-in lighting helpers
40
+
41
+ Implication:
42
+
43
+ - Surface shaders do not carry over directly to URP.
44
+
45
+ Safer migration path:
46
+
47
+ 1. Do not attempt a blind syntax patch.
48
+ 2. Decide whether the shader should be:
49
+ - rebuilt in Shader Graph
50
+ - rewritten as a URP HLSL shader
51
+ - replaced with an existing URP shader if the effect is not special
52
+ 3. Port and validate one representative shader before scaling.
53
+
54
+ ## Case 2: GrabPass, Refraction, and Scene-Color Effects
55
+
56
+ Indicators:
57
+
58
+ - `GrabPass`
59
+ - screen-copy distortion or refraction effects
60
+ - shaders that expect to sample the already-rendered scene the Built-in way
61
+
62
+ Implication:
63
+
64
+ - URP does not support `GrabPass`.
65
+
66
+ Safer migration path:
67
+
68
+ 1. Determine whether the effect really needs scene color.
69
+ 2. Enable **Opaque Texture** in the URP Asset if the effect needs to sample already-rendered opaque color.
70
+ 3. For simple material-level effects, consider a Shader Graph Scene Color path when appropriate.
71
+ 4. For hand-written HLSL, prefer URP's opaque texture include instead of a raw `GrabPass` replacement:
72
+
73
+ ```hlsl
74
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
75
+
76
+ float2 screenUV = input.positionCS.xy / _ScaledScreenParams.xy;
77
+ half3 sceneColor = SampleSceneColor(screenUV);
78
+ ```
79
+
80
+ 5. For broader effect pipelines, plan a Renderer Feature or custom pass approach.
81
+ 6. Call out that Built-in `GrabPass` and URP opaque texture are not perfectly equivalent. Transparent sorting, when the texture is captured, and camera stacking can affect parity.
82
+ 7. Do not claim direct parity until the effect is revalidated in-scene.
83
+
84
+ ## Case 3: Built-in Fullscreen Effects and `OnRenderImage`
85
+
86
+ Indicators:
87
+
88
+ - `OnRenderImage(RenderTexture, RenderTexture)`
89
+ - custom image-effect scripts
90
+ - blit-style camera callbacks
91
+
92
+ Implication:
93
+
94
+ - In URP, these effects should move toward `ScriptableRenderPass`, Renderer Features, or URP custom post-processing.
95
+
96
+ Safer migration path:
97
+
98
+ 1. Identify what the effect actually needs: full-screen color, depth, normals, or custom buffers.
99
+ 2. Choose a URP-compatible implementation path.
100
+ 3. For a normal fullscreen blit in Unity 6 / recent URP, propose a `ScriptableRendererFeature` with a `ScriptableRenderPass`, `RTHandle`, and `Blitter` rather than preserving `OnRenderImage`.
101
+ 4. Port one effect at a time.
102
+ 5. Validate in Game View, not only in Scene View.
103
+
104
+ Avoid this common mistake:
105
+
106
+ ```csharp
107
+ Blitter.BlitCameraTexture(cmd, source, source, material, 0);
108
+ ```
109
+
110
+ Do not present source-to-source blits as the recommended replacement for `OnRenderImage`. Use a temporary target, then blit back to the camera color target.
111
+
112
+ Minimal shape for an answer:
113
+
114
+ ```csharp
115
+ using UnityEngine;
116
+ using UnityEngine.Rendering;
117
+ using UnityEngine.Rendering.Universal;
118
+
119
+ public sealed class CustomFullscreenEffectFeature : ScriptableRendererFeature
120
+ {
121
+ sealed class CustomFullscreenEffectPass : ScriptableRenderPass
122
+ {
123
+ readonly ProfilingSampler m_ProfilingSampler = new("CustomFullscreenEffect");
124
+ Material m_Material;
125
+ RTHandle m_TemporaryColor;
126
+
127
+ public CustomFullscreenEffectPass(Material material)
128
+ {
129
+ m_Material = material;
130
+ renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
131
+ }
132
+
133
+ public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
134
+ {
135
+ var descriptor = renderingData.cameraData.cameraTargetDescriptor;
136
+ descriptor.depthBufferBits = 0;
137
+ RenderingUtils.ReAllocateIfNeeded(ref m_TemporaryColor, descriptor, name: "_CustomFullscreenEffectTemp");
138
+ }
139
+
140
+ public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
141
+ {
142
+ if (m_Material == null)
143
+ return;
144
+
145
+ var cmd = CommandBufferPool.Get();
146
+ using (new ProfilingScope(cmd, m_ProfilingSampler))
147
+ {
148
+ var source = renderingData.cameraData.renderer.cameraColorTargetHandle;
149
+ Blitter.BlitCameraTexture(cmd, source, m_TemporaryColor, m_Material, 0);
150
+ Blitter.BlitCameraTexture(cmd, m_TemporaryColor, source);
151
+ }
152
+ context.ExecuteCommandBuffer(cmd);
153
+ CommandBufferPool.Release(cmd);
154
+ }
155
+
156
+ public void Dispose()
157
+ {
158
+ m_TemporaryColor?.Release();
159
+ }
160
+ }
161
+
162
+ [SerializeField] Material m_Material;
163
+ CustomFullscreenEffectPass m_Pass;
164
+
165
+ public override void Create()
166
+ {
167
+ m_Pass = new CustomFullscreenEffectPass(m_Material);
168
+ }
169
+
170
+ public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
171
+ {
172
+ if (m_Material != null)
173
+ renderer.EnqueuePass(m_Pass);
174
+ }
175
+
176
+ protected override void Dispose(bool disposing)
177
+ {
178
+ m_Pass?.Dispose();
179
+ }
180
+ }
181
+ ```
182
+
183
+ Use this as a starting point, not a guarantee. The exact pass event, intermediate texture needs, camera stacking behavior, XR handling, and RenderGraph path may need adjustment for the target URP version.
184
+
185
+ ## Case 4: Replacement Shader and Alternate-Camera Rendering Workflows
186
+
187
+ Indicators:
188
+
189
+ - `RenderWithShader`
190
+ - `SetReplacementShader`
191
+ - camera-based normal/depth/edge pipelines
192
+
193
+ Implication:
194
+
195
+ - These workflows often depend on Built-in rendering assumptions and pass tags.
196
+
197
+ Safer migration path:
198
+
199
+ 1. Identify the purpose of the replacement pass — outlines, selection, depth, normals, masks, and so on.
200
+ 2. Determine whether URP already exposes a better path through renderer configuration, depth/normal textures, or a custom pass.
201
+ 3. If a custom shader is still required, port the shader with explicit URP pass/tag expectations instead of assuming Built-in tags still drive the same behavior.
202
+
203
+ ## Case 5: Multi-Pass, Custom Lighting, and Deferred-Specific Shaders
204
+
205
+ Indicators:
206
+
207
+ - many passes in one shader
208
+ - custom forward-add or deferred assumptions
209
+ - lighting code tightly coupled to Built-in helper includes
210
+ - shaders that need specific deferred compatibility
211
+
212
+ Implication:
213
+
214
+ - These are not simple "replace includes and tags" conversions.
215
+
216
+ Safer migration path:
217
+
218
+ 1. Determine which passes are still needed in URP.
219
+ 2. If the shader must support URP Deferred, validate the required URP pass tags and rendering-path behavior.
220
+ 3. If the shader can be forward-only, say so explicitly and scope the port accordingly.
221
+ 4. Expect multiple validation rounds.
222
+
223
+ ## Case 6: Package-Owned and Framework Shaders
224
+
225
+ Indicators:
226
+
227
+ - Asset Store shader frameworks
228
+ - water, foliage, toon, outline, dissolve, or special rendering packages
229
+ - package namespace includes or generated shader code
230
+
231
+ Implication:
232
+
233
+ - These are not safe to rewrite blindly. They may need maintainer guidance, a scoped custom replacement, or manual follow-up if the project does not already contain an approved URP-compatible path.
234
+
235
+ Safer migration path:
236
+
237
+ 1. Identify the exact materials and shader files affected.
238
+ 2. Do not edit immutable package files or generated shader internals in bulk.
239
+ 3. Use local material copies or scoped custom replacements when the user approves that approach.
240
+ 4. Limit manual ports to the exact materials the user needs and call out the risk clearly.
241
+
242
+ ## Case 7: Foliage, Grass, Tree, and Billboard Shaders
243
+
244
+ Indicators:
245
+
246
+ - grass, tree, bush, leaf, terrain detail, SpeedTree, billboard, or vegetation material names
247
+ - `Nature/`, `TreeCreator`, `Grass`, `Foliage`, or similar shader names
248
+ - cutout or alpha-test properties such as `_Cutoff`, `_AlphaClip`, `_AlphaTest`, or alpha threshold keywords
249
+ - culling, two-sided, billboard, wind, bend, hue variation, or terrain-detail keywords
250
+
251
+ Implication:
252
+
253
+ - A grass or tree material can be "not pink" but still wrong if the converter drops alpha clipping, two-sided leaf rendering, wind, billboard behavior, normals, tint, or terrain detail integration.
254
+ - Plain URP Lit can be acceptable only for simple opaque bark or non-specialized meshes. It is usually not enough for grass cards, leaf cards, billboards, or wind-driven foliage.
255
+
256
+ Safer migration path:
257
+
258
+ 1. Separate bark/opaque mesh materials from leaf, grass, billboard, and terrain-detail materials.
259
+ 2. For simple bark/opaque materials, preserve base map, color, normal, metallic/smoothness, and tiling/offset.
260
+ 3. For foliage cards, preserve base texture, tint, alpha cutoff, transparent/cutout intent, culling/two-sided intent, and normal/detail maps.
261
+ 4. Do not call foliage complete until a representative scene/camera confirms grass and leaves are not solid opaque quads.
262
+ 5. If wind, billboard, or terrain-detail behavior cannot be preserved in the current pass, report that exact behavior as manual/custom-shader follow-up instead of claiming full visual parity.
263
+
264
+ ## Stop-and-Escalate Signals
265
+
266
+ Stop and summarize the blocker instead of guessing when:
267
+
268
+ - multiple high-risk shader categories overlap in the same project
269
+ - the effect depends on undocumented package internals
270
+ - the shader compiles but visual parity is clearly not explainable by parameter tuning
271
+ - the project relies heavily on custom fullscreen or replacement-shader rendering paths
272
+ - the user expects production-safe parity but the port strategy is still exploratory
@@ -0,0 +1,123 @@
1
+ # Custom Shader Triage
2
+
3
+ Use this triage for shader and material cases that the Render Pipeline Converter cannot solve automatically.
4
+
5
+ ## Table of Contents
6
+
7
+ - [Official Reference](#official-reference)
8
+ - [Ground Truth](#ground-truth)
9
+ - [Triage Workflow](#triage-workflow)
10
+ - [Classification Guide](#classification-guide)
11
+ - [Manual Conversion Guidance](#manual-conversion-guidance)
12
+ - [Shader Graph Option](#shader-graph-option)
13
+ - [Validation Checklist](#validation-checklist)
14
+ - [Never Rules](#never-rules)
15
+
16
+ ## Official Reference
17
+
18
+ - [Upgrade custom shaders for URP compatibility](https://docs.unity3d.com/Manual/urp/urp-shaders/birp-urp-custom-shader-upgrade-guide.html)
19
+ - [Upgrade material assets to URP or HDRP](https://docs.unity3d.com/Manual/upgrade-material.html)
20
+ - [Render pipeline feature comparison](https://docs.unity3d.com/Manual/render-pipelines-feature-comparison.html)
21
+
22
+ ## Ground Truth
23
+
24
+ - Built-in custom shaders are not automatically upgraded by the Render Pipeline Converter.
25
+ - After URP migration, materials that still rely on unsupported shaders often appear magenta.
26
+ - The safe response is triage first, not blind bulk rewriting.
27
+ - Hand-written ShaderLab shaders can work in URP, but they often need deliberate porting.
28
+ - Shader Graph is often safer than hand-porting when the original visual behavior is conceptually simple.
29
+
30
+ ## Triage Workflow
31
+
32
+ 1. Identify which materials are magenta or failing.
33
+ 2. Find the shader asset each failing material uses.
34
+ 3. Determine how widely each shader is used before changing it.
35
+ 4. Inspect Console and Inspector errors before editing shader code.
36
+ 5. Separate the cases into:
37
+ - Unity built-in shaders the converter should have handled
38
+ - particle, VFX, fog, smoke, steam, decal, or transparent effect materials that need URP particle/effect shader mapping
39
+ - simple custom shaders that may be rewritten safely
40
+ - complex or package-owned shaders that need scoped manual work
41
+ 6. Prefer the smallest safe fix that restores rendering for the user.
42
+ 7. Validate representative materials before scaling a fix across the project.
43
+
44
+ ## Classification Guide
45
+
46
+ ### Lower-Risk Cases
47
+
48
+ These are better candidates for a scoped manual conversion:
49
+
50
+ - simple unlit custom shaders
51
+ - legacy particle/fog/smoke materials that can map cleanly to URP particle shaders without changing the intended blend mode
52
+ - very small single-pass shaders
53
+ - effect shaders where the visual intent is narrow and obvious
54
+ - custom shaders used by only one or two materials
55
+
56
+ ### Medium-Risk Cases
57
+
58
+ These often need a representative port and careful validation:
59
+
60
+ - shaders with multiple exposed material properties
61
+ - hand-written lit shaders that expect Built-in lighting helpers
62
+ - shaders used across many materials or prefabs
63
+ - shaders that must preserve batching or performance characteristics
64
+
65
+ ### Higher-Risk Cases
66
+
67
+ These should be treated as deliberate migration tasks, not quick fixes:
68
+
69
+ - surface shaders
70
+ - `GrabPass`-based shaders
71
+ - large multi-pass shaders
72
+ - package-owned shaders
73
+ - water, foliage, toon, outline, x-ray, or dissolve frameworks
74
+ - shaders tied to custom lighting models, replacement shaders, fullscreen image effects, or camera callbacks
75
+ - shaders that assume specific Built-in forward/deferred behavior
76
+ - shaders with platform-specific or XR-specific paths
77
+ - vegetation shaders that rely on cutout alpha, two-sided leaf cards, billboards, terrain detail rendering, wind animation, or SpeedTree-style behavior
78
+
79
+ For advanced cases, continue with [complex-shader-situations.md](complex-shader-situations.md).
80
+
81
+ ## Manual Conversion Guidance
82
+
83
+ The official URP guide shows a typical direction for simple shader rewrites:
84
+
85
+ - move from `CGPROGRAM` to `HLSLPROGRAM`
86
+ - use URP shader library includes such as `Core.hlsl`
87
+ - add the URP render pipeline tag
88
+ - rewrite incompatible Built-in pipeline code instead of expecting compatibility
89
+
90
+ Do not assume this is enough for lit, multi-pass, or effect-heavy shaders.
91
+
92
+ Do not generalize one sample shader rewrite across an entire project.
93
+
94
+ ## Shader Graph Option
95
+
96
+ If the original shader behavior is conceptually simple, recreating it in Shader Graph can be safer than hand-porting a complex Built-in shader.
97
+
98
+ Good Shader Graph candidates include:
99
+
100
+ - simple unlit or fresnel-based materials
101
+ - color-mask, dissolve, or rim-light effects
102
+ - sprite and VFX-style materials with limited lighting requirements
103
+ - simple distortion or scene-color-driven effects that have a URP-compatible replacement path
104
+
105
+ ## Validation Checklist
106
+
107
+ After triaging or porting a shader:
108
+
109
+ 1. Validate at least one representative material in-scene.
110
+ 2. Check Console and Inspector for shader warnings and errors.
111
+ 3. Check whether the shader still supports the required rendering path and passes.
112
+ 4. Check whether batching or performance changed significantly.
113
+ 5. For particle and VFX materials, confirm blend mode, softness, alpha clipping, and sorting still look correct.
114
+ 6. For foliage and vegetation materials, confirm grass/tree cards are not solid opaque quads, cutout thresholds are preserved, leaves render from the expected sides, texture/tint/normal data survived, and wind or billboard behavior is either still working or explicitly listed as manual follow-up.
115
+ 7. Only then consider applying the same approach to more materials.
116
+
117
+ ## Never Rules
118
+
119
+ - NEVER claim that Render Pipeline Converter handles custom shaders automatically.
120
+ - NEVER bulk search-and-replace shader code across a project without a verified mapping.
121
+ - NEVER promise perfect visual parity after a shader port without validation.
122
+ - NEVER continue editing shader files when Console errors show the approach is diverging. Stop, summarize the blocker, and propose the next safe step instead.
123
+ - NEVER treat package-owned shaders as safe to rewrite blindly. Check whether the package already has URP support first.