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Alan Tse edited this page Apr 13, 2024
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| 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 |