3dec5d3b71
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder * Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file * Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message * Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and @ENGINEROOT@/EngineAssets/Editor path for engine tool assets * Updating references to Icons and other assets to account for moving the Engine and Editor folder under a single EngineAssets folder * Moving the Engine Settings Registry folder from Engine/Registry -> Registry * Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator * Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now * Fixed Atom Shader Preprocessing when running using an External Project * Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable * Updated the Install_Common.cmake ly_setup_others function to install the EngineAssets directory and the each of the Gem's Assets directory while maintaining the relative directory structure to the Engine Root Also updated the install step to install the Registry folder at the engine root * Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder * Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder * Updated the LyTestTools and C++ code to point that the new location of the AssetProcessorPlatformConfig.setreg file inside of the Registry folder * Renamed Test AssetProcessor*Config.ini files to have the .setreg extension * Converted the AssetProcessor test setreg files from ini format to json format using the SerializeContextTools convert-ini command * Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder * Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames * Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder * Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available * Updating the Install_common.cmake logic to copy any "Assets" folder to the install layout. The Script has also been updated to copy over the "Assets" folder in the Engine Root to the install layout instead of an "EngineAssets" folder * Updating References to EngineAssets source asset folder in code to be the Assets source folder * Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders * Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner * Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the output prefix, but instead place the source asset root into a subdirectory * Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory * Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
244 lines
5.8 KiB
Plaintext
244 lines
5.8 KiB
Plaintext
////////////////////////////////////////////////////////////////////////////
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//
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// All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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// its licensors.
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//
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// For complete copyright and license terms please see the LICENSE at the root of this
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// distribution (the "License"). All use of this software is governed by the License,
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// or, if provided, by the license below or the license accompanying this file. Do not
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// remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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//
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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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//
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// Description: Illumination shader extension used by the editor
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// for automatic shader generation (based on "Illumination" shader template)
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//
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////////////////////////////////////////////////////////////////////////////
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Version (1.00)
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UsesCommonGlobalFlags
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Property
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{
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Name = %NORMAL_MAP
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Mask = 0x1
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Property (Normal map)
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Description (Use normal-map texture)
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DependencySet = $TEX_Normals
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DependencyReset = $TEX_Normals
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Hidden
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}
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Property
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{
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Name = %SPECULAR_MAP
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Mask = 0x10
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Property (Specular map)
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Description (Use specular map as separate texture)
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DependencySet = $TEX_Specular
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DependencyReset = $TEX_Specular
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Hidden
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}
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Property
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{
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Name = %DETAIL_MAPPING
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Mask = 0x4000
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Property (Detail mapping)
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Description (Enables Detail Map texture to increase surface detail. Requires Detail map before enabling.)
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DependencyReset = $TEX_Detail
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}
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Property
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{
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Name = %DETAIL_MAPPING_UV_SET_2
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Mask = 0x8000
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Property (Use uv set 2 for detail map)
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Description (Detail map will be applied to second UV set on mesh)
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}
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Property
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{
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Name = %OFFSET_BUMP_MAPPING
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Mask = 0x20000
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Property (Offset bump mapping)
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Description (Simulates surface bump detail. Used in place of POM for lower spec configs. Requires height and normal maps before enabling.)
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DependencyReset = $TEX_Normals
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}
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Property
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{
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Name = %FX_DISSOLVE
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Mask = 0x20
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Property (Dissolve FX)
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Description (Enables the use of an animated dissolve effect on the material)
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}
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Property
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{
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Name = %VERTCOLORS
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Mask = 0x400000
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Property (Vertex Colors)
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Description (Enables the use of vertex colors added to the mesh in the DCC tool)
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}
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Property
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{
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Name = %DECAL
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Mask = 0x2000000
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Property (Decal)
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Description (Enables the decal opacity map and used to prevent flickering and z-fighting)
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}
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Property
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{
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Name = %PARALLAX_OCCLUSION_MAPPING
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Mask = 0x8000000
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Property (Parallax occlusion mapping)
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Description (Simulates surface depth by parallaxing bump detail from camera view. Requires height and normal maps before enabling.)
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DependencyReset = $TEX_Normals
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}
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#ifdef FEATURE_MESH_TESSELLATION
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Property
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{
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Name = %DISPLACEMENT_MAPPING
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Mask = 0x10000000
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Property (Displacement mapping)
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Description (Displaces the vertices on the mesh to add depth. Requires height and normal maps before enabling.)
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//DependencySet = $TEX_Height
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DependencyReset = $TEX_Normals
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}
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Property
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{
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Name = %PHONG_TESSELLATION
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Mask = 0x20000000
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Property (Phong tessellation)
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Description (Tesselates geometry for smoother faces and displacement. Can suffer from inflation.)
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}
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Property
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{
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Name = %PN_TESSELLATION
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Mask = 0x40000000
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Property (PN triangles tessellation)
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Description (Best geometry tesselation for smoother faces and displacement at the cost of perfornmance)
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}
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#endif
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Property
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{
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Name = %BLENDLAYER
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Mask = 0x100
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Property (Blendlayer)
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Description (Enables a second set of texture inputs and mask to be used for a layered material)
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}
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Property
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{
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Name = %BLENDLAYER_UV_SET_2
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Mask = 0x200
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Property (Use uv set 2 for blendlayer maps)
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Description (Second blend layer maps will be applied to second UV set on mesh)
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}
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Property
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{
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Name = %EMITTANCE_MAP
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Mask = 0x400
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Property (Emittance Map)
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Description (Use emittance map texture)
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DependencySet = $TEX_Emittance
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DependencyReset = $TEX_Emittance
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Hidden
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}
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Property
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{
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Name = %EMITTANCE_MAP_UV_SET_2
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Mask = 0x800
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Property (Use uv set 2 for emittance map)
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Description (Emittance map will be applied to second UV set on mesh)
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}
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Property
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{
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Name = %ALPHAMASK_DETAILMAP
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Mask = 0x800000
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Property (DetailMap mask in Diffuse alpha)
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Description (Enables the diffuse map alpha to mask the detail map)
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}
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Property
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{
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Name = %SILHOUETTE_PARALLAX_OCCLUSION_MAPPING
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Mask = 0x10000
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Property (Silhouette POM)
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Description (Simulates surface depth by parallaxing bump detail and adds silhouette displacement to the mesh edge. Requires height and normal maps before enabling.)
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DependencyReset = $TEX_Normals
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}
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Property
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{
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Name = %ALLOW_SILHOUETTE_POM
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Mask = 0x40000
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DependencySet = $HW_SilhouettePom
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DependencyReset = $HW_SilhouettePom
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Hidden
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}
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Property
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{
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Name = %SUBSURFACE_SCATTERING
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Mask = 0x80000
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DependencySet = $UserEnabled
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Hidden
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}
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Property
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{
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Name = %DEPTH_FIXUP
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Mask = 0x4000000
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Property (Depth Fixup)
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Description (Enables to write and control depth for post-processing like depth of field)
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}
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Property
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{
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Name = %SAA_FILTERING
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Mask = 0x80000000
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Property (Specular Antialiasing)
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Description (Reduces antialiasing on bright specular meshes)
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}
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Property
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{
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Name = %ALLOW_SPECULAR_ANTIALIASING
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Mask = 0x200000000
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DependencySet = $HW_SpecularAntialiasing
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DependencyReset = $HW_SpecularAntialiasing
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Hidden
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}
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Property
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{
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Name = %OCCLUSION_MAP
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Mask = 0x40
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Property (Occlusion Map)
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Description (Adds an additional texture slot for ambient occlusion)
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}
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Property
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{
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Name = %APPLY_FORWARD_DYNAMIC_LIGHTING
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Mask = 0x400000000
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Property(Dynamic Lighting for Transparency)
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Description(Adds a full forward lighting pass for transparent objects - less performant)
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}
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