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1260 lines
28 KiB
Plaintext
1260 lines
28 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:
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//
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////////////////////////////////////////////////////////////////////////////
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Version (1.00)
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Property
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{
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Name = %_RT_FOG
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Mask = 0x1 // 1 << 0
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Precache = GeneralPS
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Precache = GeneralVS
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Precache = GeneralGS
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Precache = GeneralDS
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Precache = GeneralHS
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Precache = TerrainPS
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Precache = TerrainVS
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Precache = VegetationVS
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Precache = VegetationHS
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Precache = VegetationDS
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Precache = VegetationPS
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Precache = SkinPS
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Precache = SkinVS
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Precache = HairPS
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Precache = HairVS
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Precache = EyePS
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Precache = EyeVS
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Precache = GlassPS
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Precache = GlassVS
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Precache = ParticleVS
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Precache = ParticleHS
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Precache = ParticleDS
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Precache = ParticlePS
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Precache = CustomRenderHS
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Precache = CustomRenderDS
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Precache = WaterSurfaceVS
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Precache = WaterSurfacePS
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Precache = WaterSurfaceHS
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Precache = WaterSurfaceDS
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Precache = WaterFogVolume_VS
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Precache = WaterFogVolume_PS
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Precache = MeshBakerPS
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Precache = ParticleImposterVS
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Precache = ParticleImposterPS
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}
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Property
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{
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Name = %_RT_AMBIENT
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Mask = 0x2 // 1 << 1
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Precache = GeneralPS
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Precache = SkinPS
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Precache = HairPS
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Precache = EyePS
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Precache = GlassPS
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Precache = TerrainPS
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Precache = VegetationPS
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Precache = ParticlePS
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Precache = MeshBakerPS
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}
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Property
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{
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Name = %_RT_OCEAN_PARTICLE
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Mask = 0x4 // 1 << 2
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Precache = PostProcessGamePS
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Precache = DeferredLightPassPS
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Precache = DeferredPassPS
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Precache = WaterSurfaceVS
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Precache = WaterSurfacePS
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Precache = WaterSurfaceHS
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Precache = WaterSurfaceDS
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Precache = WaterFogVolume_PS
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}
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Property
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{
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//Using the same mask as _RT_OCEAN_PARTICLE as we have run out of them.
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//It should be safe to do this as this flag is not used in water rendering
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Name = %_RT_DEPTHFIXUP
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Mask = 0x4 // 1 << 2
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Precache = FurShellPS
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Precache = GlassPS
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Precache = IlluminationPS
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Precache = GeneralPS
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}
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Property
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{
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Name = %_RT_DECAL_TEXGEN_2D
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Mask = 0x8 // 1 << 3
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Precache = GeneralVS
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Precache = GeneralDS
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Precache = GeneralHS
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Precache = ShadowGenVS
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Precache = CausticsVS
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Precache = GeneralPS
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Precache = CustomRenderHS
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Precache = CustomRenderDS
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Precache = ZVS
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Precache = ZPS
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Precache = MeshBakerPS
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Precache = TiledShadingCS
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}
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Property
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{
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Name = %_RT_DISSOLVE
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Mask = 0x10 // 1 << 4
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Precache = ZPS
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Precache = ZVS
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Precache = ShadowGenVS
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Precache = ShadowGenPS
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Precache = GeneralPS
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Precache = GeneralVS
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}
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Property
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{
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Name = %_RT_VOLUMETRIC_FOG
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Mask = 0x20 // 1 << 5
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Precache = GeneralPS
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Precache = GeneralVS
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Precache = GeneralGS
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Precache = GeneralDS
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Precache = GeneralHS
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Precache = TerrainPS
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Precache = TerrainVS
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Precache = VegetationVS
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Precache = VegetationHS
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Precache = VegetationDS
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Precache = VegetationPS
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Precache = SkinPS
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Precache = SkinVS
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Precache = HairPS
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Precache = HairVS
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Precache = EyePS
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Precache = EyeVS
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Precache = GlassPS
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Precache = GlassVS
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Precache = ParticleVS
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Precache = ParticleHS
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Precache = ParticleDS
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Precache = ParticlePS
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Precache = WaterSurfacePS
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Precache = WaterFogVolume_VS
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Precache = WaterFogVolume_PS
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Precache = MeshBakerPS
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Precache = CloudVS
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Precache = CloudPS
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Precache = FogPostProcessPS
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Precache = ParticleImposterVS
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Precache = ParticleImposterPS
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}
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Property
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{
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Name = %_RT_NEAREST
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Mask = 0x40 // 1 << 6
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Precache = ShadowGenVS
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Precache = ShadowMaskGenVS
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Precache = ShadowMaskGenPS
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Precache = ZVS
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Precache = MotionBlurVS
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Precache = SkinVS
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Precache = GeneralVS
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Precache = VegetationVS
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Precache = CausticsVS
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Precache = CustomRenderVS
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Precache = DebugPassVS
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}
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Property
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{
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Name = %_RT_GLOBAL_ILLUMINATION
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Mask = 0x80 // 1 << 7
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Precache = ParticleVS
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Precache = ParticleHS
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Precache = ParticleDS
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Precache = ParticlePS
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}
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Property
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{
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Name = %_RT_ALPHATEST
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Mask = 0x100 // 1 << 8
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Precache = ShadowGenVS
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Precache = ShadowGenPS
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Precache = ZPS
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Precache = ZVS
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Precache = MotionBlurPS
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Precache = CustomRenderPS
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Precache = VegetationVS
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Precache = VegetationHS
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Precache = VegetationDS
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Precache = VegetationPS
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Precache = GeneralPS
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Precache = GlassPS
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Precache = GlassVS
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Precache = MotionBlurVS
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Precache = MeshBakerPS
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}
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Property
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{
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Name = %_RT_SOFT_PARTICLE
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Mask = 0x200 // 1 << 9
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Precache = ParticleVS
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Precache = ParticleHS
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Precache = ParticleDS
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Precache = ParticlePS
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}
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Property
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{
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Name = %_RT_HDR_MODE
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Mask = 0x400 // 1 << 10
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Precache = GeneralPS
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Precache = TerrainPS
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Precache = VegetationPS
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Precache = SkinPS
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Precache = HairPS
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Precache = EyePS
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Precache = GlassPS
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Precache = ParticlePS
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Precache = WaterSurfacePS
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Precache = ParticleImposterPS
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}
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Property
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{
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Name = %_RT_PARTICLE_SHADOW
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Mask = 0x800 // 1 << 11
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Precache = ParticlePS
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Precache = ParticleVS
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Precache = ParticleHS
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Precache = ParticleDS
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}
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Property
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{
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Name = %_RT_SAMPLE1
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Mask = 0x1000 // 1 << 12
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Precache = CustomRenderHS
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Precache = CustomRenderDS
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Precache = CustomRenderVS
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Precache = CustomRenderPS
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Precache = SkinPS
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Precache = HDRPostProcessPS
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Precache = PostMotionBlurVS
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Precache = PostMotionBlurPS
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Precache = PostSunShaftsPS
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Precache = PostProcessGamePS
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Precache = PostDofPS
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Precache = PostEffectsVS
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Precache = PostEffectsPS
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Precache = PostAA_PS
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Precache = DeferredLightPassPS
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Precache = DeferredPassPS
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Precache = PostHUD3D_VS
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Precache = PostHUD3D_PS
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Precache = ParticlePS
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Precache = ParticleVS
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Precache = DeferredRainPS
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Precache = ShadowMaskGenPS
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Precache = WaterFogVolume_VS
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Precache = WaterFogVolume_PS
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Precache = WaterSurfaceVS
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Precache = WaterSurfacePS
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Precache = WaterSurfaceHS
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Precache = WaterSurfaceDS
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Precache = BeamPS
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Precache = ParticleHS
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Precache = ParticleDS
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Precache = TiledShadingCS
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Precache = VolumeLightInjectionCS
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Precache = ResolvePS
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Precache = VideoPS
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}
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Property
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{
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Name = %_RT_SAMPLE2
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Mask = 0x2000 // 1 << 13
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Precache = HDRPostProcessPS
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Precache = PostMotionBlurVS
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Precache = PostMotionBlurPS
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Precache = PostAA_PS
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Precache = PostSunShaftsPS
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Precache = PostProcessGamePS
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Precache = DeferredDecalPassPS
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Precache = DeferredLightPassPS
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Precache = DeferredPassPS
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Precache = CustomRenderPS
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Precache = DeferredRainPS
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Precache = ShadowMaskGenVS
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Precache = ShadowMaskGenPS
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Precache = ParticlePS
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Precache = ParticleVS
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Precache = ParticleHS
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Precache = ParticleDS
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Precache = BeamPS
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Precache = LensOpticsPS
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Precache = WaterFogVolume_PS
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Precache = TiledShadingCS
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Precache = FogPostProcessPS
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Precache = VideoPS
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}
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Property
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{
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Name = %_RT_SAMPLE3
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Mask = 0x4000 // 1 << 14
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Precache = ParticlePS
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Precache = ParticleVS
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Precache = ParticleHS
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Precache = ParticleDS
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Precache = PostAA_PS
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Precache = HDRPostProcessPS
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Precache = BeamPS
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Precache = DeferredLightPassPS
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Precache = DeferredPassPS
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Precache = DeferredRainPS
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Precache = ShadowMaskGenVS
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Precache = ShadowMaskGenPS
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Precache = DeferredDecalPassPS
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Precache = DeferredDecalEmissivePassPS
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Precache = ResolvePS
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Precache = LensOpticsPS
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Precache = WaterFogVolume_PS
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Precache = TiledShadingCS
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Precache = VideoPS
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}
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Property
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{
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Name = %_RT_POINT_LIGHT
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Mask = 0x8000 // 1 << 15
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Precache = FogPassVolShadowsInterleavePassPS
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Precache = WaterFogVolume_PS
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Precache = ConeTraceDiffusePS
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}
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Property
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{
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Name = %_RT_ALPHABLEND
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Mask = 0x10000 // 1 << 16
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Precache = GeneralHS
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Precache = GeneralDS
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Precache = FogPassVolShadowsInterleavePassPS
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Precache = ParticlePS
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Precache = ParticleVS
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Precache = HairVS
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Precache = EyeVS
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Precache = VegetationVS
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Precache = GeneralVS
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Precache = GlassVS
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Precache = CustomRenderHS
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Precache = CustomRenderDS
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Precache = ZVS
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Precache = ZPS
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Precache = MotionBlurPS
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}
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Property
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{
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Name = %_RT_ANIM_BLEND
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Mask = 0x20000 // 1 << 17
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Precache = ParticlePS
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Precache = ParticleVS
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Precache = ParticleHS
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Precache = ParticleDS
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Precache = ParticleGS
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}
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Property
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{
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Name = %_RT_QUALITY
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Mask = 0x40000 // 1 << 18
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AutoPrecache
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Precache = ShadowGenVS
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Precache = ShadowGenPS
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Precache = ZVS
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Precache = ZPS
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Precache = FogPassVolShadowsInterleavePassPS
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Precache = GeneralPS
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Precache = GeneralVS
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Precache = SkinPS
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Precache = SkinVS
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Precache = HairPS
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Precache = HairVS
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Precache = EyePS
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Precache = EyeVS
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Precache = GlassPS
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Precache = GlassVS
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Precache = TerrainPS
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Precache = TerrainVS
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Precache = VegetationPS
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Precache = VegetationHS
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Precache = VegetationDS
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Precache = VegetationVS
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Precache = MotionBlurVS
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Precache = MotionBlurPS
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Precache = CausticsVS
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Precache = ParticlePS
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Precache = WaterSurfaceVS
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Precache = WaterSurfacePS
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Precache = PostMotionBlurVS
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Precache = PostMotionBlurPS
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Precache = PostSunShaftsPS
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Precache = SpriteDilatePS
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Precache = ShadowMaskGenPS
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Precache = HDRPostProcessVS
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Precache = HDRPostProcessPS
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Precache = FogPostProcessPS
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Precache = PostProcessGameVS
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Precache = PostProcessGamePS
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Precache = DistanceCloudsPS
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Precache = DeferredLightPassPS
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Precache = VolumeLightInjectionCS
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}
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Property
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{
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Name = %_RT_QUALITY1
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Mask = 0x80000 // 1 << 19
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AutoPrecache
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Precache = ShadowGenVS
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Precache = ShadowGenPS
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Precache = ZVS
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Precache = ZPS
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Precache = FogPassVolShadowsInterleavePassPS
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Precache = GeneralPS
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Precache = GeneralVS
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Precache = SkinPS
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Precache = SkinVS
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Precache = HairPS
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Precache = HairVS
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Precache = EyePS
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Precache = EyeVS
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Precache = GlassPS
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Precache = GlassVS
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Precache = TerrainPS
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Precache = TerrainVS
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Precache = VegetationPS
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Precache = VegetationHS
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Precache = VegetationDS
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Precache = VegetationVS
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Precache = MotionBlurVS
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Precache = MotionBlurPS
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Precache = CausticsVS
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Precache = ParticlePS
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Precache = WaterSurfaceVS
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Precache = WaterSurfacePS
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Precache = PostMotionBlurVS
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Precache = PostMotionBlurPS
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Precache = PostSunShaftsPS
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Precache = SpriteDilatePS
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Precache = ShadowMaskGenPS
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Precache = HDRPostProcessVS
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Precache = HDRPostProcessPS
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Precache = FogPostProcessPS
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Precache = PostProcessGameVS
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Precache = PostProcessGamePS
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Precache = DistanceCloudsPS
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Precache = DeferredLightPassPS
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Precache = VolumeLightInjectionCS
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}
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|
Property
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{
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Name = %_RT_INSTANCING_ATTR
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Mask = 0x100000 // 1 << 20
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Precache = GeneralVS
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Precache = SkinVS
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Precache = HairVS
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Precache = EyeVS
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Precache = GlassVS
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Precache = VegetationVS
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Precache = ShadowGenVS
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Precache = ZVS
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Precache = MotionBlurVS
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Precache = CausticsVS
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Precache = CustomRenderVS
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Precache = DebugPassVS
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}
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|
Property
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|
{
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Name = %_RT_ENVIRONMENT_CUBEMAP
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Mask = 0x200000 // 1 << 21
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Precache = ParticlePS
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}
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|
Property
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|
{
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Name = %_RT_TILED_SHADING
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Mask = 0x400000 // 1 << 22
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Precache = EyePS
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Precache = HairPS
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Precache = GlassPS
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Precache = IlluminationPS
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}
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|
|
|
Property
|
|
{
|
|
Name = %_RT_NO_TESSELLATION
|
|
Mask = 0x800000 // 1 << 23
|
|
Precache = GeneralVS
|
|
Precache = GeneralPS
|
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Precache = ShadowGenVS
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Precache = ShadowGenPS
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|
Precache = ZVS
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Precache = ZPS
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Precache = MotionBlurVS
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Precache = MotionBlurPS
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Precache = CustomRenderVS
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Precache = SkinVS
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Precache = SkinPS
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Precache = VegetationVS
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Precache = VegetationHS
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Precache = VegetationDS
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Precache = VegetationPS
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Precache = ParticleVS
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Precache = ParticleHS
|
|
Precache = ParticleDS
|
|
Precache = ParticlePS
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Precache = DebugPassVS
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|
}
|
|
|
|
Property
|
|
{
|
|
Name = %_RT_APPLY_TOON_SHADING
|
|
Mask = 0x1000000 // 1 << 24
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|
Precache = DeferredLightPassPS
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Precache = TiledShadingCS
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|
}
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|
|
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|
|
Property
|
|
{
|
|
Name = %_RT_LIGHT_TEX_PROJ
|
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Mask = 0x2000000 // 1 << 25
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|
Precache = DeferredLightPassPS
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Precache = ParticleVS
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Precache = ParticleDS
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Precache = ConeTraceDiffusePS
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}
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|
|
|
Property
|
|
{
|
|
Name = %_RT_VERTEX_VELOCITY
|
|
Mask = 0x4000000 // 1 << 26
|
|
Precache = ZVS
|
|
Precache = MotionBlurVS
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|
}
|
|
|
|
Property
|
|
{
|
|
Name = %_RT_SKINNING_DUAL_QUAT
|
|
Mask = 0x8000000 // 1 << 27
|
|
Precache = GeneralVS
|
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Precache = SkinVS
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Precache = HairVS
|
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Precache = EyeVS
|
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Precache = GlassVS
|
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Precache = VegetationVS
|
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Precache = ShadowGenVS
|
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Precache = ZVS
|
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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
|
|
}
|
|
|
|
|