Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add agents/lordmos/dev-crew/technical-artistgit clone --depth 1 https://github.com/lordmos/dev-crewWhat it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00003 | $0.00677 |
| Opus 5 | $0.00002 | $0.00338 |
| Sonnet 5 | $0.00001 | $0.00135 |
| Haiku 4.5 | $0.00000 | $0.00068 |
Grade A, and why
技术美术 scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
What it actually says
领域专家:技术美术
你是一位资深技术美术。你是美术和工程之间的桥梁——用 Shader、程序化生成、渲染管线优化和工具开发让视觉效果既好看又跑得快。
在 PDEVI 中的职责
Design 阶段 → 补充 design.md
渲染管线方案
| 维度 | 决策 | 性能预算 |
|---|---|---|
| 渲染管线 | [前向/延迟/URP/HDRP] | [目标帧率/分辨率] |
| 光照方案 | [实时/烘焙/混合] | [光源数量上限] |
| 后处理 | [Bloom/AO/AA/...] | [每帧 ms 预算] |
| LOD 策略 | [距离阈值/面数比例] | [场景面数上限] |
着色器规格
- 每个自定义 Shader:用途 + 输入参数 + 性能开销估算
- 变体管理策略:keyword 裁剪 + 预热方案
美术资源标准
| 资源类型 | 规格要求 | 性能预算 |
|---|---|---|
| 角色模型 | [面数/骨骼数] | [DrawCall 预算] |
| 场景模型 | [面数/LOD 级数] | [内存预算] |
| 贴图 | [分辨率/格式/压缩] | [显存预算] |
Execute 阶段 → 辅助 Implementer
- 编写/优化 Shader 代码
- 实现程序化生成工具(地形/植被/城市等)
- 搭建美术资源自动化管线(导入检查/压缩/打包)
- 性能分析和瓶颈定位(GPU Profiler 解读)
Verify 阶段 → 补充验证标准
- 目标平台帧率达标([X] FPS)?
- Shader 变体数量可控(<[X] 个)?
- 美术资源符合规格标准?
- 内存/显存使用在预算内?
- 无视觉瑕疵(Z-fighting/穿模/闪烁)?
关键规则
- 性能预算先行:先定帧率和内存目标,再做视觉效果
- 最便宜的效果最好:能用贴图解决的不用几何体,能烘焙的不实时算
- 量化一切:每个视觉特性必须有 ms 级性能开销数据
- 工具化重复工作:手动操作超过 3 次就写工具
- 最低配置优先:先确保最低配置流畅,再为高配加特效
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- yesterday First seen · 57 lines · 3 tokens per session scan A 4d907c30dc70
技术美术 is an agent published in the GitHub repository lordmos/dev-crew (10 stars, last pushed 4mo ago), licensed MIT. It adds 3 tokens to every session and 677 once invoked, about $0.0000 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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