//////////////////////////////////////////////////////////////////////////// // // All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or // its licensors. // // For complete copyright and license terms please see the LICENSE at the root of this // distribution (the "License"). All use of this software is governed by the License, // or, if provided, by the license below or the license accompanying this file. Do not // remove or modify any license notices. This file is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // // Original file Copyright Crytek GMBH or its affiliates, used under license. // // Description: // //////////////////////////////////////////////////////////////////////////// Version (1.00) Property { Name = %_RT_FOG Mask = 0x1 // 1 << 0 Precache = GeneralPS Precache = GeneralVS Precache = GeneralGS Precache = GeneralDS Precache = GeneralHS Precache = TerrainPS Precache = TerrainVS Precache = VegetationVS Precache = VegetationHS Precache = VegetationDS Precache = VegetationPS Precache = SkinPS Precache = SkinVS Precache = HairPS Precache = HairVS Precache = EyePS Precache = EyeVS Precache = GlassPS Precache = GlassVS Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS Precache = ParticlePS Precache = CustomRenderHS Precache = CustomRenderDS Precache = WaterSurfaceVS Precache = WaterSurfacePS Precache = WaterSurfaceHS Precache = WaterSurfaceDS Precache = WaterFogVolume_VS Precache = WaterFogVolume_PS Precache = MeshBakerPS Precache = ParticleImposterVS Precache = ParticleImposterPS } Property { Name = %_RT_AMBIENT Mask = 0x2 // 1 << 1 Precache = GeneralPS Precache = SkinPS Precache = HairPS Precache = EyePS Precache = GlassPS Precache = TerrainPS Precache = VegetationPS Precache = ParticlePS Precache = MeshBakerPS } Property { Name = %_RT_OCEAN_PARTICLE Mask = 0x4 // 1 << 2 Precache = PostProcessGamePS Precache = DeferredLightPassPS Precache = DeferredPassPS Precache = WaterSurfaceVS Precache = WaterSurfacePS Precache = WaterSurfaceHS Precache = WaterSurfaceDS Precache = WaterFogVolume_PS } Property { //Using the same mask as _RT_OCEAN_PARTICLE as we have run out of them. //It should be safe to do this as this flag is not used in water rendering Name = %_RT_DEPTHFIXUP Mask = 0x4 // 1 << 2 Precache = FurShellPS Precache = GlassPS Precache = IlluminationPS Precache = GeneralPS } Property { Name = %_RT_DECAL_TEXGEN_2D Mask = 0x8 // 1 << 3 Precache = GeneralVS Precache = GeneralDS Precache = GeneralHS Precache = ShadowGenVS Precache = CausticsVS Precache = GeneralPS Precache = CustomRenderHS Precache = CustomRenderDS Precache = ZVS Precache = ZPS Precache = MeshBakerPS Precache = TiledShadingCS } Property { Name = %_RT_DISSOLVE Mask = 0x10 // 1 << 4 Precache = ZPS Precache = ZVS Precache = ShadowGenVS Precache = ShadowGenPS Precache = GeneralPS Precache = GeneralVS } Property { Name = %_RT_VOLUMETRIC_FOG Mask = 0x20 // 1 << 5 Precache = GeneralPS Precache = GeneralVS Precache = GeneralGS Precache = GeneralDS Precache = GeneralHS Precache = TerrainPS Precache = TerrainVS Precache = VegetationVS Precache = VegetationHS Precache = VegetationDS Precache = VegetationPS Precache = SkinPS Precache = SkinVS Precache = HairPS Precache = HairVS Precache = EyePS Precache = EyeVS Precache = GlassPS Precache = GlassVS Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS Precache = ParticlePS Precache = WaterSurfacePS Precache = WaterFogVolume_VS Precache = WaterFogVolume_PS Precache = MeshBakerPS Precache = CloudVS Precache = CloudPS Precache = FogPostProcessPS Precache = ParticleImposterVS Precache = ParticleImposterPS } Property { Name = %_RT_NEAREST Mask = 0x40 // 1 << 6 Precache = ShadowGenVS Precache = ShadowMaskGenVS Precache = ShadowMaskGenPS Precache = ZVS Precache = MotionBlurVS Precache = SkinVS Precache = GeneralVS Precache = VegetationVS Precache = CausticsVS Precache = CustomRenderVS Precache = DebugPassVS } Property { Name = %_RT_GLOBAL_ILLUMINATION Mask = 0x80 // 1 << 7 Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS Precache = ParticlePS } Property { Name = %_RT_ALPHATEST Mask = 0x100 // 1 << 8 Precache = ShadowGenVS Precache = ShadowGenPS Precache = ZPS Precache = ZVS Precache = MotionBlurPS Precache = CustomRenderPS Precache = VegetationVS Precache = VegetationHS Precache = VegetationDS Precache = VegetationPS Precache = GeneralPS Precache = GlassPS Precache = GlassVS Precache = MotionBlurVS Precache = MeshBakerPS } Property { Name = %_RT_SOFT_PARTICLE Mask = 0x200 // 1 << 9 Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS Precache = ParticlePS } Property { Name = %_RT_HDR_MODE Mask = 0x400 // 1 << 10 Precache = GeneralPS Precache = TerrainPS Precache = VegetationPS Precache = SkinPS Precache = HairPS Precache = EyePS Precache = GlassPS Precache = ParticlePS Precache = WaterSurfacePS Precache = ParticleImposterPS } Property { Name = %_RT_PARTICLE_SHADOW Mask = 0x800 // 1 << 11 Precache = ParticlePS Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS } Property { Name = %_RT_SAMPLE1 Mask = 0x1000 // 1 << 12 Precache = CustomRenderHS Precache = CustomRenderDS Precache = CustomRenderVS Precache = CustomRenderPS Precache = SkinPS Precache = HDRPostProcessPS Precache = PostMotionBlurVS Precache = PostMotionBlurPS Precache = PostSunShaftsPS Precache = PostProcessGamePS Precache = PostDofPS Precache = PostEffectsVS Precache = PostEffectsPS Precache = PostAA_PS Precache = DeferredLightPassPS Precache = DeferredPassPS Precache = PostHUD3D_VS Precache = PostHUD3D_PS Precache = ParticlePS Precache = ParticleVS Precache = DeferredRainPS Precache = ShadowMaskGenPS Precache = WaterFogVolume_VS Precache = WaterFogVolume_PS Precache = WaterSurfaceVS Precache = WaterSurfacePS Precache = WaterSurfaceHS Precache = WaterSurfaceDS Precache = BeamPS Precache = ParticleHS Precache = ParticleDS Precache = TiledShadingCS Precache = VolumeLightInjectionCS Precache = ResolvePS Precache = VideoPS } Property { Name = %_RT_SAMPLE2 Mask = 0x2000 // 1 << 13 Precache = HDRPostProcessPS Precache = PostMotionBlurVS Precache = PostMotionBlurPS Precache = PostAA_PS Precache = PostSunShaftsPS Precache = PostProcessGamePS Precache = DeferredDecalPassPS Precache = DeferredLightPassPS Precache = DeferredPassPS Precache = CustomRenderPS Precache = DeferredRainPS Precache = ShadowMaskGenVS Precache = ShadowMaskGenPS Precache = ParticlePS Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS Precache = BeamPS Precache = LensOpticsPS Precache = WaterFogVolume_PS Precache = TiledShadingCS Precache = FogPostProcessPS Precache = VideoPS } Property { Name = %_RT_SAMPLE3 Mask = 0x4000 // 1 << 14 Precache = ParticlePS Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS Precache = PostAA_PS Precache = HDRPostProcessPS Precache = BeamPS Precache = DeferredLightPassPS Precache = DeferredPassPS Precache = DeferredRainPS Precache = ShadowMaskGenVS Precache = ShadowMaskGenPS Precache = DeferredDecalPassPS Precache = DeferredDecalEmissivePassPS Precache = ResolvePS Precache = LensOpticsPS Precache = WaterFogVolume_PS Precache = TiledShadingCS Precache = VideoPS } Property { Name = %_RT_POINT_LIGHT Mask = 0x8000 // 1 << 15 Precache = FogPassVolShadowsInterleavePassPS Precache = WaterFogVolume_PS Precache = ConeTraceDiffusePS } Property { Name = %_RT_ALPHABLEND Mask = 0x10000 // 1 << 16 Precache = GeneralHS Precache = GeneralDS Precache = FogPassVolShadowsInterleavePassPS Precache = ParticlePS Precache = ParticleVS Precache = HairVS Precache = EyeVS Precache = VegetationVS Precache = GeneralVS Precache = GlassVS Precache = CustomRenderHS Precache = CustomRenderDS Precache = ZVS Precache = ZPS Precache = MotionBlurPS } Property { Name = %_RT_ANIM_BLEND Mask = 0x20000 // 1 << 17 Precache = ParticlePS Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS Precache = ParticleGS } Property { Name = %_RT_QUALITY Mask = 0x40000 // 1 << 18 AutoPrecache Precache = ShadowGenVS Precache = ShadowGenPS Precache = ZVS Precache = ZPS Precache = FogPassVolShadowsInterleavePassPS Precache = GeneralPS Precache = GeneralVS Precache = SkinPS Precache = SkinVS Precache = HairPS Precache = HairVS Precache = EyePS Precache = EyeVS Precache = GlassPS Precache = GlassVS Precache = TerrainPS Precache = TerrainVS Precache = VegetationPS Precache = VegetationHS Precache = VegetationDS Precache = VegetationVS Precache = MotionBlurVS Precache = MotionBlurPS Precache = CausticsVS Precache = ParticlePS Precache = WaterSurfaceVS Precache = WaterSurfacePS Precache = PostMotionBlurVS Precache = PostMotionBlurPS Precache = PostSunShaftsPS Precache = SpriteDilatePS Precache = ShadowMaskGenPS Precache = HDRPostProcessVS Precache = HDRPostProcessPS Precache = FogPostProcessPS Precache = PostProcessGameVS Precache = PostProcessGamePS Precache = DistanceCloudsPS Precache = DeferredLightPassPS Precache = VolumeLightInjectionCS } Property { Name = %_RT_QUALITY1 Mask = 0x80000 // 1 << 19 AutoPrecache Precache = ShadowGenVS Precache = ShadowGenPS Precache = ZVS Precache = ZPS Precache = FogPassVolShadowsInterleavePassPS Precache = GeneralPS Precache = GeneralVS Precache = SkinPS Precache = SkinVS Precache = HairPS Precache = HairVS Precache = EyePS Precache = EyeVS Precache = GlassPS Precache = GlassVS Precache = TerrainPS Precache = TerrainVS Precache = VegetationPS Precache = VegetationHS Precache = VegetationDS Precache = VegetationVS Precache = MotionBlurVS Precache = MotionBlurPS Precache = CausticsVS Precache = ParticlePS Precache = WaterSurfaceVS Precache = WaterSurfacePS Precache = PostMotionBlurVS Precache = PostMotionBlurPS Precache = PostSunShaftsPS Precache = SpriteDilatePS Precache = ShadowMaskGenPS Precache = HDRPostProcessVS Precache = HDRPostProcessPS Precache = FogPostProcessPS Precache = PostProcessGameVS Precache = PostProcessGamePS Precache = DistanceCloudsPS Precache = DeferredLightPassPS Precache = VolumeLightInjectionCS } Property { Name = %_RT_INSTANCING_ATTR Mask = 0x100000 // 1 << 20 Precache = GeneralVS Precache = SkinVS Precache = HairVS Precache = EyeVS Precache = GlassVS Precache = VegetationVS Precache = ShadowGenVS Precache = ZVS Precache = MotionBlurVS Precache = CausticsVS Precache = CustomRenderVS Precache = DebugPassVS } Property { Name = %_RT_ENVIRONMENT_CUBEMAP Mask = 0x200000 // 1 << 21 Precache = ParticlePS } Property { Name = %_RT_TILED_SHADING Mask = 0x400000 // 1 << 22 Precache = EyePS Precache = HairPS Precache = GlassPS Precache = IlluminationPS } Property { Name = %_RT_NO_TESSELLATION Mask = 0x800000 // 1 << 23 Precache = GeneralVS Precache = GeneralPS Precache = ShadowGenVS Precache = ShadowGenPS Precache = ZVS Precache = ZPS Precache = MotionBlurVS Precache = MotionBlurPS Precache = CustomRenderVS Precache = SkinVS Precache = SkinPS Precache = VegetationVS Precache = VegetationHS Precache = VegetationDS Precache = VegetationPS Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS Precache = ParticlePS Precache = DebugPassVS } Property { Name = %_RT_APPLY_TOON_SHADING Mask = 0x1000000 // 1 << 24 Precache = DeferredLightPassPS Precache = TiledShadingCS } Property { Name = %_RT_LIGHT_TEX_PROJ Mask = 0x2000000 // 1 << 25 Precache = DeferredLightPassPS Precache = ParticleVS Precache = ParticleDS Precache = ConeTraceDiffusePS } Property { Name = %_RT_VERTEX_VELOCITY Mask = 0x4000000 // 1 << 26 Precache = ZVS Precache = MotionBlurVS } Property { Name = %_RT_SKINNING_DUAL_QUAT Mask = 0x8000000 // 1 << 27 Precache = GeneralVS Precache = SkinVS Precache = HairVS Precache = EyeVS Precache = GlassVS Precache = VegetationVS Precache = ShadowGenVS Precache = ZVS Precache = MotionBlurVS Precache = CausticsVS Precache = CustomRenderVS Precache = DebugPassVS } Property { Name = %_RT_SKINNING_DQ_LINEAR Mask = 0x10000000 // 1 << 28 Precache = GeneralVS Precache = SkinVS Precache = HairVS Precache = EyeVS Precache = GlassVS Precache = VegetationVS Precache = ShadowGenVS Precache = ZVS Precache = MotionBlurVS Precache = CausticsVS Precache = CustomRenderVS Precache = DebugPassVS } Property { Name = %_RT_BLEND_WITH_TERRAIN_COLOR Mask = 0x20000000 // 1 << 29 Precache = ZVS Precache = ZPS Precache = GeneralHS Precache = GeneralDS Precache = VegetationVS Precache = VegetationHS Precache = VegetationDS Precache = VegetationPS Precache = ConeTraceDiffusePS } Property { Name = %_RT_MOTION_BLUR Mask = 0x40000000 // 1 << 30 Precache = ParticleVS Precache = ParticleHS Precache = GPUParticleCS Precache = ParticleDS Precache = ParticlePS Precache = ZVS Precache = ZGS Precache = ZPS Precache = GeneralHS Precache = GeneralDS } Property { Name = %_RT_LIGHTVOLUME0 Mask = 0x80000000 // 1 << 31 Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS Precache = ParticlePS Precache = DeferredLightPassPS Precache = DeferredPassPS Precache = VolumeLightInjectionCS Precache = RenderDownscaledShadowMapPS } Property { //Using the same mask as _RT_LIGHTVOLUME0 as we have run out of them. //It should be safe to do this as this flag is not used in the deferred lighting pass or particles. Name = %_RT_SRGB0 Mask = 0x80000000 // 1 << 31 Precache = PostAA_PS Precache = ResolvePS Precache = HDRPostProcessPS } Property { Name = %_RT_LIGHTVOLUME1 Mask = 0x100000000 // 1 << 32 Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS Precache = ParticlePS Precache = VolumeLightInjectionCS Precache = RenderDownscaledShadowMapPS } Property { //Using the same mask as _RT_LIGHTVOLUME1 as we have run out of them. //It should be safe to do this as this flag is not used in the deferred lighting pass or particles. Name = %_RT_SRGB1 Mask = 0x100000000 // 1 << 32 Precache = PostAA_PS Precache = ResolvePS Precache = HDRPostProcessPS } Property { Name = %_RT_NOZPASS Mask = 0x200000000 // 1 << 33 Precache = VegetationVS Precache = VegetationHS Precache = VegetationDS Precache = VegetationPS } Property { //Using the same mask as _RT_NOZPASS as we have run out of them. //It should be safe to do this as this flag is not used in vegetation pass. Name = %_RT_SRGB2 Mask = 0x200000000 // 1 << 33 Precache = PostAA_PS Precache = ResolvePS Precache = HDRPostProcessPS } Property { Name = %_RT_SHADOW_MIXED_MAP_G16R16 Mask = 0x400000000 // 1 << 34 Precache = FogPassVolShadowsInterleavePassPS Precache = WaterFogVolume_PS Precache = ShadowMaskGenVS Precache = ShadowMaskGenPS } Property { Name = %_RT_SHADOW_JITTERING Mask = 0x800000000 // 1 << 35 Precache = FogPassVolShadowsInterleavePassPS Precache = TerrainPS Precache = WaterFogVolume_PS Precache = ShadowMaskGenVS Precache = ShadowMaskGenPS Precache = HairPS Precache = EyePS } Property { Name = %_RT_ADDITIVE_BLENDING Mask = 0x1000000000 // 1 << 36 Precache = GlassPS Precache = GeneralPS Precache = HairPS Precache = ParticlePS } Property { Name = %_RT_SAMPLE0 Mask = 0x2000000000 // 1 << 37 Precache = CustomRenderVS Precache = CustomRenderPS Precache = SkinPS Precache = GlassPS Precache = FogPostProcessPS Precache = HDRPostProcessPS Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS Precache = ParticlePS Precache = PostHUD3D_VS Precache = PostHUD3D_PS Precache = PostMotionBlurVS Precache = PostMotionBlurPS Precache = PostAA_PS Precache = PostSunShaftsPS Precache = PostProcessGameVS Precache = PostProcessGamePS Precache = PostDofPS Precache = PostEffectsVS Precache = PostEffectsPS Precache = DeferredDecalPassPS Precache = DeferredDecalEmissivePassPS Precache = DeferredLightPassPS Precache = DeferredPassPS Precache = SceneRainVS Precache = SceneRainPS Precache = DeferredRainPS Precache = ResolveVS Precache = ResolvePS Precache = WaterSurfaceVS Precache = WaterSurfacePS Precache = WaterSurfaceHS Precache = WaterSurfaceDS Precache = WaterFogVolume_PS Precache = BeamPS Precache = LensOpticsVS Precache = TiledShadingCS Precache = VolumeLightInjectionCS Precache = VideoPS } // Reserved for post processes/deferred - do not use for light/common shaders Property { Name = %_RT_SAMPLE5 Mask = 0x4000000000 // 1 << 38 Precache = ZVS Precache = GeneralVS Precache = GeneralHS Precache = GeneralDS Precache = HDRPostProcessPS Precache = PostSunShaftsPS Precache = PostProcessGamePS Precache = DeferredPassPS Precache = DeferredPassVS Precache = DeferredLightPassPS Precache = PostMotionBlurPS Precache = DeferredDecalPassPS Precache = DeferredDecalEmissivePassPS Precache = ResolvePS Precache = FogPassVolShadowsInterleavePassPS Precache = CustomRenderHS Precache = CustomRenderDS Precache = CustomRenderPS Precache = WaterSurfaceVS Precache = WaterSurfacePS Precache = WaterSurfaceHS Precache = WaterSurfaceDS Precache = WaterFogVolume_PS Precache = PostAA_PS Precache = BeamPS Precache = LensOpticsVS Precache = TiledShadingCS Precache = VolumeLightInjectionCS Precache = ReprojectVolumetricFogCS } Property { Name = %_RT_HW_PCF_COMPARE Mask = 0x8000000000 // 1 << 39 Precache = FogPassVolShadowsInterleavePassPS Precache = ShadowGenVS Precache = ShadowGenPS Precache = DeferredLightPassPS Precache = ShadowMaskGenVS Precache = ShadowMaskGenPS Precache = WaterFogVolume_PS Precache = ConeTraceDiffusePS } Property { Name = %_RT_REVERSE_DEPTH Mask = 0x10000000000 // 1 << 40 Precache = DistanceCloudsVS Precache = PostProcessGamePS Precache = TerrainVS Precache = ZVS Precache = ZPS Precache = UnderwaterGodRays Precache = WaterSurfaceVS Precache = WaterFogVolume_VS Precache = GeneralVS Precache = LensOpticsVS } Property { Name = %_RT_DEBUG0 Mask = 0x20000000000 // 1 << 41 Runtime } Property { Name = %_RT_DEBUG1 Mask = 0x40000000000 // 1 << 42 Runtime } Property { Name = %_RT_DEBUG2 Mask = 0x80000000000 // 1 << 43 Runtime } Property { Name = %_RT_DEBUG3 Mask = 0x100000000000 // 1 << 44 Runtime } Property { Name = %_RT_CUBEMAP0 Mask = 0x200000000000 // 1 << 45 Precache = ShadowGenPS Precache = ShadowGenVS Precache = PostSunShaftsPS Precache = PostProcessGamePS Precache = DeferredDecalPassVS Precache = DeferredDecalPassPS Precache = DeferredDecalEmissivePassPS Precache = DeferredLightPassVS Precache = DeferredLightPassPS Precache = DeferredPassVS Precache = DeferredPassPS Precache = WaterFogVolume_PS Precache = TiledShadingCS } Property { Name = %_RT_SAMPLE4 Mask = 0x400000000000 // 1 << 46 Precache = ShadowGenVS Precache = ShadowGenPS Precache = PostAA_PS Precache = HDRPostProcessPS Precache = PostProcessGamePS Precache = DeferredLightPassPS Precache = DeferredPassPS Precache = PostSunShaftsPS Precache = PostMotionBlurPS Precache = WaterSurfaceVS Precache = WaterSurfacePS Precache = WaterSurfaceHS Precache = WaterSurfaceDS Precache = WaterFogVolume_PS Precache = DeferredDecalPassPS Precache = DeferredDecalEmissivePassPS Precache = BeamPS Precache = LensOpticsPS Precache = TiledShadingCS Precache = ConeTraceDiffusePS Precache = VolumeLightInjectionCS } Property { Name = %_RT_SPRITE Mask = 0x800000000000 // 1 << 47 Precache = VegetationVS Precache = VegetationPS Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS } Property { Name = %_RT_GPU_PARTICLE_SHADOW_PASS Mask = 0x1000000000000 // 1 << 48 Precache = ParticleVS Precache = ParticlePS } Property { Name = %_RT_GPU_PARTICLE_DEPTH_COLLISION Mask = 0x2000000000000 // 1 << 49 Precache = GPUParticleCS } Property { Name = %_RT_GPU_PARTICLE_TURBULENCE Mask = 0x4000000000000 // 1 << 50 Precache = GPUParticleCS } Property { Name = %_RT_GPU_PARTICLE_UV_ANIMATION Mask = 0x8000000000000 // 1 << 51 Precache = ParticleVS Precache = ParticlePS } Property { Name = %_RT_GPU_PARTICLE_NORMAL_MAP Mask = 0x10000000000000 // 1 << 52 Precache = ParticleVS Precache = ParticlePS } Property { Name = %_RT_GPU_PARTICLE_GLOW_MAP Mask = 0x20000000000000 // 1 << 53 Precache = ParticleVS Precache = ParticlePS } Property { Name = %_RT_GPU_PARTICLE_CUBEMAP_DEPTH_COLLISION Mask = 0x40000000000000 // 1 << 54 Precache = GPUParticleCS } Property { Name = %_RT_GPU_PARTICLE_WRITEBACK_DEATH_LOCATIONS Mask = 0x80000000000000 // 1 << 55 Precache = GPUParticleCS } Property { Name = %_RT_GPU_PARTICLE_TARGET_ATTRACTION Mask = 0x100000000000000 // 1<< 56 Precache = GPUParticleCS } Property { // Using the same mask as _RT_GPU_PARTICLE_TARGET_ATTRACTION as we have run out of them. //It should be safe to do this as this flag is not used in the deferred lighting pass. Name = %_RT_DEFERRED_RENDER_TARGET_OPTIMIZATION Mask = 0x100000000000000 // 1<< 56 Precache = DeferredPassPS Precache = DeferredPassVS Precache = DeferredLightPassPS Precache = TiledShadingCS Precache = LightPassPS Precache = LightPassGmemPS Precache = ConeTraceDiffusePS Precache = VolumeLightInjectionCS Precache = CubemapPassPS Precache = CubemapPassGmemPS Precache = DeferredShadowGmemPS Precache = DeferredShadingPassPS Precache = DeferredShadingPassGmemPS Precache = AmbientPS Precache = ShadowMaskGenVS Precache = ShadowMaskGenPS Precache = DeferredDecalPassPS Precache = DeferredDecalEmissivePassPS } Property { Name = %_RT_GPU_PARTICLE_SHAPE_ANGLE Mask = 0x200000000000000 // 1 << 57 Precache = GPUParticleCS } Property { // Using the same mask as _RT_GPU_PARTICLE_SHAPE_ANGLE as we have run out of them. //It should be safe to do this as this flag is not used in the deferred lighting pass. Name = %_RT_SLIM_GBUFFER Mask = 0x200000000000000 // 1 << 57 AutoPrecache Precache = ShadowGenVS Precache = ShadowGenPS Precache = ZVS Precache = ZPS Precache = FogPassVolShadowsInterleavePassPS Precache = GeneralPS Precache = GeneralVS Precache = SkinPS Precache = SkinVS Precache = HairPS Precache = HairVS Precache = EyePS Precache = EyeVS Precache = GlassPS Precache = GlassVS Precache = TerrainPS Precache = TerrainVS Precache = VegetationPS Precache = VegetationHS Precache = VegetationDS Precache = VegetationVS Precache = MotionBlurVS Precache = MotionBlurPS Precache = CausticsVS Precache = ParticlePS Precache = WaterSurfaceVS Precache = WaterSurfacePS Precache = PostMotionBlurVS Precache = PostMotionBlurPS Precache = PostSunShaftsPS Precache = SpriteDilatePS Precache = ShadowMaskGenPS Precache = HDRPostProcessVS Precache = HDRPostProcessPS Precache = FogPostProcessPS Precache = PostProcessGameVS Precache = PostProcessGamePS Precache = DistanceCloudsPS Precache = DeferredLightPassPS Precache = VolumeLightInjectionCS Precache = HDRPostProcessPS Precache = PostProcessGamePS Precache = DeferredLightPassPS Precache = DeferredPassPS Precache = PostSunShaftsPS Precache = PostMotionBlurPS Precache = WaterSurfaceVS Precache = WaterSurfacePS Precache = WaterSurfaceHS Precache = WaterSurfaceDS Precache = WaterFogVolume_PS Precache = DeferredDecalPassPS Precache = DeferredDecalEmissivePassPS Precache = BeamPS Precache = LensOpticsPS Precache = DeferredShadingPassPS Precache = DeferredPassVS Precache = DeferredLightPassPS Precache = TiledShadingCS Precache = LightPassPS Precache = ConeTraceDiffusePS Precache = VolumeLightInjectionCS Precache = CubemapPassPS Precache = CubemapPassGmemPS Precache = DeferredSnowPS Precache = DeferredRainPS Precache = SSRCompositionPS Precache = SSRRaytracePS } Property { Name = %_RT_GPU_PARTICLE_SHAPE_BOX Mask = 0x400000000000000 // 1 << 58 Precache = GPUParticleCS Precache = ParticleVS } Property { // Using the same mask as _RT_GPU_PARTICLE_SHAPE_BOX as we have run out of them. // It should be safe to do this as this (GPU Particles shouldn't have skinning) Name = %_RT_SKINNING_MATRIX Mask = 0x400000000000000 // 1 << 58 Precache = GeneralVS Precache = SkinVS Precache = HairVS Precache = EyeVS Precache = GlassVS Precache = VegetationVS Precache = ShadowGenVS Precache = ZVS Precache = MotionBlurVS Precache = CausticsVS Precache = CustomRenderVS Precache = DebugPassVS } Property { Name = %_RT_GPU_PARTICLE_SHAPE_POINT Mask = 0x800000000000000 // 1 << 59 Precache = GPUParticleCS } Property { //Using the same mask as _RT_GPU_PARTICLE_SHAPE_POINT as we have run out of them. //It should be safe to do this as this flag is not used in the deferred lighting pass. Name = %_RT_APPLY_SSDO Mask = 0x800000000000000 // 1 << 59. Precache = DeferredPassPS Precache = DeferredPassVS Precache = DeferredLightPassPS Precache = TiledShadingCS } //Using the same mask as _RT_APPLY_SSDO as we have run out of them. //It should be safe to do this as this flag is not used in particle shaders. Property { Name = %_RT_FOG_VOLUME_HIGH_QUALITY_SHADER Mask = 0x800000000000000 // 1 << 59 Precache = ParticleVS Precache = ParticleHS Precache = ParticleDS Precache = ParticlePS } Property { Name = %_RT_GPU_PARTICLE_SHAPE_CIRCLE Mask = 0x1000000000000000 // 1 << 60 Precache = GPUParticleCS Precache = ParticleVS } Property { Name = %_RT_GPU_PARTICLE_SHAPE_SPHERE Mask = 0x2000000000000000 // 1 << 61 Precache = GPUParticleCS Precache = ParticleVS } Property { Name = %_RT_GPU_PARTICLE_WIND Mask = 0x4000000000000000 // 1 << 62 Precache = GPUParticleCS } Property { Name = %_RT_MULTI_LAYER_ALPHA_BLEND Mask = 0x8000000000000000 // 1 << 63 Precache = FurShellPS Precache = FurFinsPS Precache = GlassPS Precache = GeneralPS Precache = HairPS Precache = ParticlePS Precache = MultiLayerAlphaBlendResolvePS }