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Buffers

Alan Tse edited this page Apr 13, 2024 · 210 revisions
Register Feature Type Name File Register Type Buffer Type Number PSHADER VSHADER VR
b0 Dynamic Cubemaps cbuffer SpecularMapFilterSettings /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/SpecularIrradianceCS.hlsl:14 CBV b 0 True False False
b0 Dynamic Cubemaps cbuffer PerFrame /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/UpdateCubemapCS.hlsl:50 CBV b 0 True False False
b0 Grass Lighting cbuffer PerFrame /features/Grass Lighting/Shaders/RunGrass.hlsl:243 CBV b 0 True False False
b0 Light Limit Fix cbuffer PerFrame /features/Light Limit Fix/Shaders/LightLimitFix/ClusterBuildingCS.hlsl:3 CBV b 0 True False False
b0 Light Limit Fix cbuffer PerFrame /features/Light Limit Fix/Shaders/LightLimitFix/ClusterCullingCS.hlsl:3 CBV b 0 True False False
b0 Screen-Space Shadows cbuffer PerFrame /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/Common.hlsl:10 CBV b 0 True False False
b0 Screen-Space Shadows cbuffer PerFrame /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/FilterCS.hlsl:10 CBV b 0 True False False
b0 Screen-Space Shadows cbuffer PerFrame /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl:10 CBV b 0 True False False
b0 Subsurface Scattering cbuffer PerFrame /features/Subsurface Scattering/Shaders/SubsurfaceScattering/SeparableSSSCS.hlsl:20 CBV b 0 True False False
b0 Tree LOD Lighting cbuffer PerTechnique /features/Tree LOD Lighting/Shaders/DistantTree.hlsl:148 CBV b 0 True False False
b0 Tree LOD Lighting cbuffer PerTechnique /features/Tree LOD Lighting/Shaders/DistantTree.hlsl:57 CBV b 0 False True False
b0 DistantTree cbuffer PerTechnique /package/Shaders/DistantTree.hlsl:25 CBV b 0 False True False
b0 DistantTree cbuffer PerTechnique /package/Shaders/DistantTree.hlsl:93 CBV b 0 True False False
b0 Effect cbuffer PerTechnique /package/Shaders/Effect.hlsl:452 CBV b 0 True False False
b0 Effect cbuffer PerTechnique /package/Shaders/Effect.hlsl:88 CBV b 0 False True False
b0 Lighting cbuffer PerTechnique /package/Shaders/Lighting.hlsl:104 CBV b 0 False True False
b0 Lighting cbuffer PerTechnique /package/Shaders/Lighting.hlsl:615 CBV b 0 True False False
b0 Particle cbuffer PerTechnique /package/Shaders/Particle.hlsl:27 CBV b 0 False True False
b0 Water cbuffer PerTechnique /package/Shaders/Water.hlsl:283 CBV b 0 True False False
b0 Water cbuffer PerTechnique /package/Shaders/Water.hlsl:82 CBV b 0 False True False
b1 Dynamic Cubemaps cbuffer UpdateData /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/UpdateCubemapCS.hlsl:99 CBV b 1 True False False
b1 Effect cbuffer PerMaterial /package/Shaders/Effect.hlsl:459 CBV b 1 True False False
b1 Effect cbuffer PerMaterial /package/Shaders/Effect.hlsl:95 CBV b 1 False True False
b1 Lighting cbuffer PerMaterial /package/Shaders/Lighting.hlsl:119 CBV b 1 False True False
b1 Lighting cbuffer PerMaterial /package/Shaders/Lighting.hlsl:622 CBV b 1 True False False
b1 Water cbuffer PerMaterial /package/Shaders/Water.hlsl:300 CBV b 1 True False False
b1 Water cbuffer PerMaterial /package/Shaders/Water.hlsl:91 CBV b 1 False True False
b2 Tree LOD Lighting cbuffer PerGeometry /features/Tree LOD Lighting/Shaders/DistantTree.hlsl:62 CBV b 2 False True False
b2 BloodSplatter cbuffer PerGeometry /package/Shaders/BloodSplatter.hlsl:18 CBV b 2 False True False
b2 BloodSplatter cbuffer PerGeometry /package/Shaders/BloodSplatter.hlsl:63 CBV b 2 True False False
b2 DistantTree cbuffer PerGeometry /package/Shaders/DistantTree.hlsl:30 CBV b 2 False True False
b2 Effect cbuffer PerGeometry /package/Shaders/Effect.hlsl:102 CBV b 2 False True False
b2 Effect cbuffer PerGeometry /package/Shaders/Effect.hlsl:466 CBV b 2 True False False
b2 Lighting cbuffer PerGeometry /package/Shaders/Lighting.hlsl:126 CBV b 2 False True False
b2 Lighting cbuffer PerGeometry /package/Shaders/Lighting.hlsl:642 CBV b 2 True False False
b2 Particle cbuffer PerGeometry /package/Shaders/Particle.hlsl:205 CBV b 2 True False False
b2 Particle cbuffer PerGeometry /package/Shaders/Particle.hlsl:32 CBV b 2 False True False
b2 RunGrass cbuffer PerGeometry /package/Shaders/RunGrass.hlsl:28 CBV b 2 False True False
b2 Sky cbuffer PerGeometry /package/Shaders/Sky.hlsl:145 CBV b 2 True False False
b2 Sky cbuffer PerGeometry /package/Shaders/Sky.hlsl:41 CBV b 2 False True False
b2 Water cbuffer PerGeometry /package/Shaders/Water.hlsl:101 CBV b 2 False True False
b2 Water cbuffer PerGeometry /package/Shaders/Water.hlsl:318 CBV b 2 True False False
b3 Grass Lighting cbuffer PerGeometry /features/Grass Lighting/Shaders/RunGrass.hlsl:53 CBV b 3 True False False
b3 Tree LOD Lighting cbuffer TreePerFrame /features/Tree LOD Lighting/Shaders/DistantTree.hlsl:6 CBV b 3 True False False
b4 Grass Lighting cbuffer PerFrame /features/Grass Lighting/Shaders/RunGrass.hlsl:96 CBV b 4 True False False
b5 Grass Collision cbuffer GrassCollisionPerFrame /features/Grass Collision/Shaders/GrassCollision/GrassCollision.hlsli:2 CBV b 5 True False False
b5 Screen-Space Shadows cbuffer SSSData /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/ShadowsPS.hlsli:1 CBV b 5 True False False
b7 Grass Lighting cbuffer cb7 /features/Grass Lighting/Shaders/RunGrass.hlsl:121 CBV b 7 False True False
b7 RunGrass cbuffer cb7 /package/Shaders/RunGrass.hlsl:47 CBV b 7 False True False
b8 Grass Lighting cbuffer cb8 /features/Grass Lighting/Shaders/RunGrass.hlsl:126 CBV b 8 False True False
b8 RunGrass cbuffer cb8 /package/Shaders/RunGrass.hlsl:52 CBV b 8 False True False
b11 Grass Lighting cbuffer AlphaTestRefCB /features/Grass Lighting/Shaders/RunGrass.hlsl:251 CBV b 11 True False False
b11 Tree LOD Lighting cbuffer AlphaTestRefCB /features/Tree LOD Lighting/Shaders/DistantTree.hlsl:142 CBV b 11 True False False
b11 DistantTree cbuffer AlphaTestRefCB /package/Shaders/DistantTree.hlsl:81 CBV b 11 True False False
b11 Effect cbuffer IndexedTexcoordBuffer /package/Shaders/Effect.hlsl:112 CBV b 11 False True False
b11 Effect cbuffer AlphaTestRefBuffer /package/Shaders/Effect.hlsl:447 CBV b 11 True False False
b11 Lighting cbuffer AlphaTestRefBuffer /package/Shaders/Lighting.hlsl:684 CBV b 11 True False False
b11 RunGrass cbuffer AlphaTestRefCB /package/Shaders/RunGrass.hlsl:156 CBV b 11 True False False
b11 Sky cbuffer AlphaTestRefCB /package/Shaders/Sky.hlsl:150 CBV b 11 True False False
b12 FrameBuffer cbuffer PerFrame /package/Shaders/Common/FrameBuffer.hlsl:1 CBV b 12 True False False
b12 DistantTree cbuffer PerFrame /package/Shaders/DistantTree.hlsl:86 CBV b 12 True False False
b12 Effect cbuffer PerFrame /package/Shaders/Effect.hlsl:1 CBV b 12 True False False
b12 Effect cbuffer PerFrame /package/Shaders/Effect.hlsl:76 CBV b 12 False True False
b12 Lighting cbuffer VS_PerFrame /package/Shaders/Lighting.hlsl:160 CBV b 12 False True False
b12 Lighting cbuffer PerFrame /package/Shaders/Lighting.hlsl:1 CBV b 12 True False False
b12 RunGrass cbuffer PerFrame /package/Shaders/RunGrass.hlsl:161 CBV b 12 True False False
b12 Sky cbuffer PerFrame /package/Shaders/Sky.hlsl:138 CBV b 12 True False False
b12 Water cbuffer PerFrame /package/Shaders/Water.hlsl:1 CBV b 12 True False False
b13 VR cbuffer VRValues /package/Shaders/Common/VR.hlsli:2 CBV b 13 True False True
b13 Effect cbuffer VRValues /package/Shaders/Effect.hlsl:2 CBV b 13 True False True
b13 Lighting cbuffer VRValues /package/Shaders/Lighting.hlsl:2 CBV b 13 True False True
b13 Water cbuffer VRValues /package/Shaders/Water.hlsl:2 CBV b 13 True False True
s0 Dynamic Cubemaps SamplerState LinearSampler /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/InferCubemapCS.hlsl:9 Sampler s 0 True False False
s0 Dynamic Cubemaps SamplerState linear_wrap_sampler /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/SpecularIrradianceCS.hlsl:22 Sampler s 0 True False False
s0 Dynamic Cubemaps SamplerState LinearSampler /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/UpdateCubemapCS.hlsl:10 Sampler s 0 True False False
s0 Grass Lighting SamplerState SampBaseSampler /features/Grass Lighting/Shaders/RunGrass.hlsl:237 Sampler s 0 True False False
s0 Screen-Space Shadows SamplerState LinearSampler /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/Common.hlsl:6 Sampler s 0 True False False
s0 Screen-Space Shadows SamplerState LinearSampler /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/FilterCS.hlsl:6 Sampler s 0 True False False
s0 Screen-Space Shadows SamplerState LinearSampler /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl:6 Sampler s 0 True False False
s0 Tree LOD Lighting SamplerState SampDiffuse /features/Tree LOD Lighting/Shaders/DistantTree.hlsl:137 Sampler s 0 True False False
s0 BloodSplatter SamplerState SampBloodColor /package/Shaders/BloodSplatter.hlsl:53 Sampler s 0 True False False
s0 DistantTree SamplerState SampDiffuse /package/Shaders/DistantTree.hlsl:77 Sampler s 0 True False False
s0 Effect SamplerState SampBaseSampler /package/Shaders/Effect.hlsl:415 Sampler s 0 True False False
s0 Lighting SamplerState SampColorSampler /package/Shaders/Lighting.hlsl:493 Sampler s 0 True False False
s0 Particle SamplerState SampSourceTexture /package/Shaders/Particle.hlsl:187 Sampler s 0 True False False
s0 RunGrass SamplerState SampBaseSampler /package/Shaders/RunGrass.hlsl:150 Sampler s 0 True False False
s0 Sky SamplerState SampBaseSampler /package/Shaders/Sky.hlsl:130 Sampler s 0 True False False
s0 Water SamplerState ReflectionSampler /package/Shaders/Water.hlsl:257 Sampler s 0 True False False
s1 Grass Lighting SamplerState SampShadowMaskSampler /features/Grass Lighting/Shaders/RunGrass.hlsl:238 Sampler s 1 True False False
s1 BloodSplatter SamplerState SampBloodAlpha /package/Shaders/BloodSplatter.hlsl:54 Sampler s 1 True False False
s1 Effect SamplerState SampNormalSampler /package/Shaders/Effect.hlsl:416 Sampler s 1 True False False
s1 Lighting SamplerState SampTerrainParallaxSampler /package/Shaders/Lighting.hlsl:473 Sampler s 1 True False False
s1 RunGrass SamplerState SampShadowMaskSampler /package/Shaders/RunGrass.hlsl:151 Sampler s 1 True False False
s1 Sky SamplerState SampBlendSampler /package/Shaders/Sky.hlsl:131 Sampler s 1 True False False
s1 Water SamplerState RefractionSampler /package/Shaders/Water.hlsl:258 Sampler s 1 True False False
s2 BloodSplatter SamplerState SampFlareColor /package/Shaders/BloodSplatter.hlsl:55 Sampler s 2 True False False
s2 Effect SamplerState SampNoiseSampler /package/Shaders/Effect.hlsl:417 Sampler s 2 True False False
s2 Sky SamplerState SampNoiseGradSampler /package/Shaders/Sky.hlsl:132 Sampler s 2 True False False
s2 Water SamplerState DisplacementSampler /package/Shaders/Water.hlsl:259 Sampler s 2 True False False
s3 BloodSplatter SamplerState SampFlareHDR /package/Shaders/BloodSplatter.hlsl:56 Sampler s 3 True False False
s3 Effect SamplerState SampDepthSampler /package/Shaders/Effect.hlsl:418 Sampler s 3 True False False
s3 Water SamplerState CubeMapSampler /package/Shaders/Water.hlsl:260 Sampler s 3 True False False
s4 Effect SamplerState SampGrayscaleSampler /package/Shaders/Effect.hlsl:419 Sampler s 4 True False False
s4 Water SamplerState Normals01Sampler /package/Shaders/Water.hlsl:261 Sampler s 4 True False False
s5 Water SamplerState Normals02Sampler /package/Shaders/Water.hlsl:262 Sampler s 5 True False False
s6 Lighting SamplerState SampGlowSampler /package/Shaders/Lighting.hlsl:514 Sampler s 6 True False False
s6 Water SamplerState Normals03Sampler /package/Shaders/Water.hlsl:263 Sampler s 6 True False False
s7 Water SamplerState DepthSampler /package/Shaders/Water.hlsl:264 Sampler s 7 True False False
s8 Water SamplerState FlowMapSampler /package/Shaders/Water.hlsl:265 Sampler s 8 True False False
s9 Lighting SamplerState SampBackLightSampler /package/Shaders/Lighting.hlsl:522 Sampler s 9 True False False
s9 Water SamplerState FlowMapNormalsSampler /package/Shaders/Water.hlsl:266 Sampler s 9 True False False
s10 Water SamplerState SSRReflectionSampler /package/Shaders/Water.hlsl:267 Sampler s 10 True False False
s11 Lighting SamplerState SampCharacterLightProjNoiseSampler /package/Shaders/Lighting.hlsl:528 Sampler s 11 True False False
s11 Water SamplerState RawSSRReflectionSampler /package/Shaders/Water.hlsl:268 Sampler s 11 True False False
s12 Lighting SamplerState SampRimSoftLightWorldMapOverlaySampler /package/Shaders/Lighting.hlsl:529 Sampler s 12 True False False
s14 Tree LOD Lighting SamplerState SampShadowMaskSampler /features/Tree LOD Lighting/Shaders/DistantTree.hlsl:138 Sampler s 14 True False False
s14 Lighting SamplerState SampShadowMaskSampler /package/Shaders/Lighting.hlsl:544 Sampler s 14 True False False
t0 Dynamic Cubemaps TextureCube<float4> EnvCaptureTexture /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/InferCubemapCS.hlsl:1 SRV t 0 True False False
t0 Dynamic Cubemaps TextureCube inputTexture /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/SpecularIrradianceCS.hlsl:19 SRV t 0 True False False
t0 Dynamic Cubemaps Texture2D<float> DepthTexture /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/UpdateCubemapCS.hlsl:7 SRV t 0 True False False
t0 Grass Collision StructuredBuffer<StructuredCollision> collisions /features/Grass Collision/Shaders/GrassCollision/GrassCollision.hlsli:18 SRV t 0 True False False
t0 Grass Lighting Texture2D<float4> TexBaseSampler /features/Grass Lighting/Shaders/RunGrass.hlsl:240 SRV t 0 True False False
t0 Light Limit Fix StructuredBuffer<ClusterAABB> clusters /features/Light Limit Fix/Shaders/LightLimitFix/ClusterCullingCS.hlsl:11 SRV t 0 True False False
t0 Screen-Space Shadows Texture2D<float4> DepthTexture /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/Common.hlsl:8 SRV t 0 True False False
t0 Screen-Space Shadows Texture2D<float4> DepthTexture /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/FilterCS.hlsl:8 SRV t 0 True False False
t0 Screen-Space Shadows Texture2D<float4> DepthTexture /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl:8 SRV t 0 True False False
t0 Subsurface Scattering Texture2D<float4> ColorTexture /features/Subsurface Scattering/Shaders/SubsurfaceScattering/SeparableSSSCS.hlsl:3 SRV t 0 True False False
t0 Tree LOD Lighting Texture2D<float4> TexDiffuse /features/Tree LOD Lighting/Shaders/DistantTree.hlsl:139 SRV t 0 True False False
t0 BloodSplatter Texture2D<float4> TexBloodColor /package/Shaders/BloodSplatter.hlsl:58 SRV t 0 True False False
t0 DistantTree Texture2D<float4> TexDiffuse /package/Shaders/DistantTree.hlsl:79 SRV t 0 True False False
t0 Effect Texture2D<float4> TexBaseSampler /package/Shaders/Effect.hlsl:421 SRV t 0 True False False
t0 Lighting Texture2D<float4> TexColorSampler /package/Shaders/Lighting.hlsl:563 SRV t 0 True False False
t0 Particle Texture2D<float4> TexSourceTexture /package/Shaders/Particle.hlsl:196 SRV t 0 True False False
t0 RunGrass Texture2D<float4> TexBaseSampler /package/Shaders/RunGrass.hlsl:153 SRV t 0 True False False
t0 Sky Texture2D<float4> TexBaseSampler /package/Shaders/Sky.hlsl:134 SRV t 0 True False False
t0 Water Texture2D<float4> ReflectionTex /package/Shaders/Water.hlsl:270 SRV t 0 True False False
t1 Dynamic Cubemaps TextureCube<float4> DefaultCubemap /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/InferCubemapCS.hlsl:5 SRV t 1 True False False
t1 Dynamic Cubemaps Texture2D<float4> ColorTexture /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/UpdateCubemapCS.hlsl:8 SRV t 1 True False False
t1 Grass Lighting Texture2D<float4> TexShadowMaskSampler /features/Grass Lighting/Shaders/RunGrass.hlsl:241 SRV t 1 True False False
t1 Light Limit Fix StructuredBuffer<StructuredLight> lights /features/Light Limit Fix/Shaders/LightLimitFix/ClusterCullingCS.hlsl:12 SRV t 1 True False False
t1 Screen-Space Shadows Texture2D<float> OcclusionTexture /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/FilterCS.hlsl:32 SRV t 1 True False False
t1 Screen-Space Shadows Texture2D<float> ShadowTexture /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl:3 SRV t 1 True False False
t1 Subsurface Scattering Texture2D<float4> DepthTexture /features/Subsurface Scattering/Shaders/SubsurfaceScattering/SeparableSSSCS.hlsl:4 SRV t 1 True False False
t1 BloodSplatter Texture2D<float4> TexBloodAlpha /package/Shaders/BloodSplatter.hlsl:59 SRV t 1 True False False
t1 Effect Texture2D<float4> TexNormalSampler /package/Shaders/Effect.hlsl:422 SRV t 1 True False False
t1 Lighting Texture2D<float4> TexNormalSampler /package/Shaders/Lighting.hlsl:564 SRV t 1 True False False
t1 RunGrass Texture2D<float4> TexShadowMaskSampler /package/Shaders/RunGrass.hlsl:154 SRV t 1 True False False
t1 Sky Texture2D<float4> TexBlendSampler /package/Shaders/Sky.hlsl:135 SRV t 1 True False False
t1 Water Texture2D<float4> RefractionTex /package/Shaders/Water.hlsl:271 SRV t 1 True False False
t2 BloodSplatter Texture2D<float4> TexFlareColor /package/Shaders/BloodSplatter.hlsl:60 SRV t 2 True False False
t2 Effect Texture2D<float4> TexNoiseSampler /package/Shaders/Effect.hlsl:423 SRV t 2 True False False
t2 Sky Texture2D<float4> TexNoiseGradSampler /package/Shaders/Sky.hlsl:136 SRV t 2 True False False
t2 Water Texture2D<float4> DisplacementTex /package/Shaders/Water.hlsl:272 SRV t 2 True False False
t3 BloodSplatter Texture2D<float4> TexFlareHDR /package/Shaders/BloodSplatter.hlsl:61 SRV t 3 True False False
t3 Effect Texture2D<float4> TexDepthSamplerEffect /package/Shaders/Effect.hlsl:424 SRV t 3 True False False
t3 Water TextureCube<float4> CubeMapTex /package/Shaders/Water.hlsl:273 SRV t 3 True False False
t4 Effect Texture2D<float4> TexGrayscaleSampler /package/Shaders/Effect.hlsl:425 SRV t 4 True False False
t4 Water Texture2D<float4> Normals01Tex /package/Shaders/Water.hlsl:274 SRV t 4 True False False
t5 Water Texture2D<float4> Normals02Tex /package/Shaders/Water.hlsl:275 SRV t 5 True False False
t6 Lighting Texture2D<float4> TexGlowSampler /package/Shaders/Lighting.hlsl:583 SRV t 6 True False False
t6 Water Texture2D<float4> Normals03Tex /package/Shaders/Water.hlsl:276 SRV t 6 True False False
t7 Water Texture2D<float4> DepthTex /package/Shaders/Water.hlsl:277 SRV t 7 True False False
t8 Water Texture2D<float4> FlowMapTex /package/Shaders/Water.hlsl:278 SRV t 8 True False False
t9 Lighting Texture2D<float4> TexBackLightSampler /package/Shaders/Lighting.hlsl:591 SRV t 9 True False False
t9 Water Texture2D<float4> FlowMapNormalsTex /package/Shaders/Water.hlsl:279 SRV t 9 True False False
t10 Water Texture2D<float4> SSRReflectionTex /package/Shaders/Water.hlsl:280 SRV t 10 True False False
t11 Lighting Texture2D<float4> TexCharacterLightProjNoiseSampler /package/Shaders/Lighting.hlsl:597 SRV t 11 True False False
t11 Water Texture2D<float4> RawSSRReflectionTex /package/Shaders/Water.hlsl:281 SRV t 11 True False False
t12 Lighting Texture2D<float4> TexRimSoftLightWorldMapOverlaySampler /package/Shaders/Lighting.hlsl:598 SRV t 12 True False False
t14 Lighting Texture2D<float4> TexShadowMaskSampler /package/Shaders/Lighting.hlsl:613 SRV t 14 True False False
t17 Light Limit Fix StructuredBuffer<StructuredLight> lights /features/Light Limit Fix/Shaders/LightLimitFix/LightLimitFix.hlsli:29 SRV t 17 True False False
t18 Light Limit Fix StructuredBuffer<uint> lightList /features/Light Limit Fix/Shaders/LightLimitFix/LightLimitFix.hlsli:30 SRV t 18 True False False
t19 Light Limit Fix StructuredBuffer<LightGrid> lightGrid /features/Light Limit Fix/Shaders/LightLimitFix/LightLimitFix.hlsli:31 SRV t 19 True False False
t20 LightingData Texture2D<float4> TexDepthSampler /package/Shaders/Common/LightingData.hlsl:17 SRV t 20 True False False
t20 Effect Texture2D<float4> TexDepthSampler /package/Shaders/Effect.hlsl:17 SRV t 20 True False False
t20 Lighting Texture2D<float4> TexDepthSampler /package/Shaders/Lighting.hlsl:17 SRV t 20 True False False
t20 Water Texture2D<float4> TexDepthSampler /package/Shaders/Water.hlsl:17 SRV t 20 True False False
t21 Screen-Space Shadows Texture2D<float> TexOcclusionSampler /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/ShadowsPS.hlsli:7 SRV t 21 True False False
t22 Wetness Effects StructuredBuffer<PerPassWetnessEffects> perPassWetnessEffects /features/Wetness Effects/Shaders/WetnessEffects/WetnessEffects.hlsli:49 SRV t 22 True False False
t23 Cloud Shadows StructuredBuffer<PerPassCloudShadow> perPassCloudShadow /features/Cloud Shadows/Shaders/CloudShadows/CloudShadows.hlsli:16 SRV t 23 True False False
t30 Complex Parallax Materials StructuredBuffer<PerPassParallax> perPassParallax /features/Complex Parallax Materials/Shaders/ComplexParallaxMaterials/ComplexParallaxMaterials.hlsli:20 SRV t 30 True False False
t31 Wetness Effects Texture2D<float> TexPrecipOcclusion /features/Wetness Effects/Shaders/WetnessEffects/WetnessEffects.hlsli:50 SRV t 31 True False False
t32 Light Limit Fix StructuredBuffer<PerPassLLF> perPassLLF /features/Light Limit Fix/Shaders/LightLimitFix/LightLimitFix.hlsli:33 SRV t 32 True False False
t34 Water Blending StructuredBuffer<PerPassWaterBlending> perPassWaterBlending /features/Water Blending/Shaders/WaterBlending/WaterBlending.hlsli:15 SRV t 34 True False False
t35 Terrain Blending Texture2D<float4> TerrainBlendingMaskTexture /features/Terrain Blending/Shaders/TerrainBlending/TerrainBlending.hlsli:2 SRV t 35 True False False
t36 Subsurface Scattering StructuredBuffer<PerPassSSS> perPassSSS /features/Subsurface Scattering/Shaders/SubsurfaceScattering/SubsurfaceScattering.hlsli:8 SRV t 36 True False False
t37 Light Limit Fix StructuredBuffer<StrictLightData> strictLightData /features/Light Limit Fix/Shaders/LightLimitFix/LightLimitFix.hlsli:42 SRV t 37 True False False
t40 Cloud Shadows TextureCube<float4> cloudShadows /features/Cloud Shadows/Shaders/CloudShadows/CloudShadows.hlsli:17 SRV t 40 True False False
t64 Dynamic Cubemaps TextureCube<float4> specularTexture /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/DynamicCubemaps.hlsli:1 SRV t 64 True False False
t70 Water Caustics Texture2D<float4> WaterCaustics /features/Water Caustics/Shaders/WaterCaustics/WaterCaustics.hlsli:7 SRV t 70 True False False
t71 Water Caustics StructuredBuffer<PerPassWaterCaustics> perPassWaterCaustics /features/Water Caustics/Shaders/WaterCaustics/WaterCaustics.hlsli:8 SRV t 71 True False False
t72 Water Parallax StructuredBuffer<PerPassWaterParallax> perPassWaterParallax /features/Water Parallax/Shaders/WaterParallax/WaterParallax.hlsli:14 SRV t 72 True False False
t89 Screen-Space Shadows Texture2D<uint2> StencilTexture /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl:9 SRV t 89 True False True
t126 LightingData StructuredBuffer<LightingData> lightingData /package/Shaders/Common/LightingData.hlsl:15 SRV t 126 True False False
t126 Effect StructuredBuffer<LightingData> lightingData /package/Shaders/Effect.hlsl:15 SRV t 126 True False False
t126 Lighting StructuredBuffer<LightingData> lightingData /package/Shaders/Lighting.hlsl:15 SRV t 126 True False False
t126 Water StructuredBuffer<LightingData> lightingData /package/Shaders/Water.hlsl:15 SRV t 126 True False False
t127 Permutation StructuredBuffer<PerShader> shaderDescriptors /package/Shaders/Common/Permutation.hlsl:49 SRV t 127 True False False
t127 Effect StructuredBuffer<PerShader> shaderDescriptors /package/Shaders/Effect.hlsl:49 SRV t 127 True False False
t127 Lighting StructuredBuffer<PerShader> shaderDescriptors /package/Shaders/Lighting.hlsl:49 SRV t 127 True False False
t127 Water StructuredBuffer<PerShader> shaderDescriptors /package/Shaders/Water.hlsl:49 SRV t 127 True False False
u0 Dynamic Cubemaps RWTexture2DArray<float4> EnvInferredTexture /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/InferCubemapCS.hlsl:7 UAV u 0 True False False
u0 Dynamic Cubemaps RWTexture2DArray<float4> outputTexture /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/SpecularIrradianceCS.hlsl:20 UAV u 0 True False False
u0 Dynamic Cubemaps RWTexture2DArray<float4> DynamicCubemap /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/UpdateCubemapCS.hlsl:3 UAV u 0 True False False
u0 Light Limit Fix RWStructuredBuffer<ClusterAABB> clusters /features/Light Limit Fix/Shaders/LightLimitFix/ClusterBuildingCS.hlsl:24 UAV u 0 True False False
u0 Light Limit Fix RWStructuredBuffer<uint> lightIndexCounter /features/Light Limit Fix/Shaders/LightLimitFix/ClusterCullingCS.hlsl:14 UAV u 0 True False False
u0 Screen-Space Shadows RWTexture2D<float> OcclusionRW /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/Common.hlsl:4 UAV u 0 True False False
u0 Screen-Space Shadows RWTexture2D<float> OcclusionRW /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/FilterCS.hlsl:4 UAV u 0 True False False
u0 Screen-Space Shadows RWTexture2D<float> OcclusionRW /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl:4 UAV u 0 True False False
u0 Subsurface Scattering RWTexture2D<unorm float4> NormalTexture /features/Subsurface Scattering/Shaders/SubsurfaceScattering/ClearBuffer.hlsl:1 UAV u 0 True False False
u0 Subsurface Scattering RWTexture2D<float4> SSSRW /features/Subsurface Scattering/Shaders/SubsurfaceScattering/SeparableSSSCS.hlsl:1 UAV u 0 True False False
u1 Dynamic Cubemaps RWTexture2DArray<float4> DynamicCubemapRaw /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/UpdateCubemapCS.hlsl:4 UAV u 1 True False False
u1 Light Limit Fix RWStructuredBuffer<uint> lightIndexList /features/Light Limit Fix/Shaders/LightLimitFix/ClusterCullingCS.hlsl:15 UAV u 1 True False False
u1 Subsurface Scattering RWTexture2D<unorm float4> NormalTexture /features/Subsurface Scattering/Shaders/SubsurfaceScattering/SeparableSSSCS.hlsl:9 UAV u 1 True False False
u2 Dynamic Cubemaps RWTexture2DArray<float4> DynamicCubemapPosition /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/UpdateCubemapCS.hlsl:5 UAV u 2 True False False
u2 Light Limit Fix RWStructuredBuffer<LightGrid> lightGrid /features/Light Limit Fix/Shaders/LightLimitFix/ClusterCullingCS.hlsl:16 UAV u 2 True False False

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