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Buffers

github-actions[bot] edited this page Jun 8, 2026 · 210 revisions

Buffer Table (generated on 2026-06-08 05:00:37)

Register Feature Type Name File Shaders Struct Analysis
b0 cbuffer BC6HEncodeCB DynamicCubemaps/BC6HEncodeCS.hlsl:49 P+V+VR Unmatched
b0 cbuffer BlendCB Upscaling/FoveatedRender/SubrectBlendCS.hlsl:7 P+V+VR Unmatched
b0 cbuffer BlurBuffer Menu/BackgroundBlurHorizontal.hlsl:4 P+V+VR Unmatched
b0 cbuffer BlurBuffer Menu/BackgroundBlurVertical.hlsl:4 P+V+VR Unmatched
b0 cbuffer CBSize ISVolumetricLightingBlurHCS.hlsl:15 P+V+VR Unmatched
b0 cbuffer CBSize ISVolumetricLightingBlurVCS.hlsl:15 P+V+VR Unmatched
b0 cbuffer ClearHMDMaskCB Upscaling/ClearHMDMaskCS.hlsl:8 P+V+VR Unmatched
b0 cbuffer JitterCB Upscaling/DepthRefractionUpscalePS.hlsl:25 P+V+VR Unmatched
b0 cbuffer JitterCB Upscaling/UnderwaterMaskUpscalePS.hlsl:22 P+V+VR Unmatched
b0 cbuffer MatrixBuffer VR/InSceneOverlay.vs.hlsl:4 P+V+VR Unmatched
b0 cbuffer PerFrame RunGrass.hlsl:395 P+V+VR Unmatched
b0 cbuffer PerFrame HDRDisplay/HDROutputCS.hlsl:13 P+V+VR Unmatched
b0 cbuffer PerFrame HDRDisplay/UIBrightnessCS.hlsl:9 P+V+VR Unmatched
b0 cbuffer PerFrame LightLimitFix/ClusterBuildingCS.hlsl:5 P+V+VR Unmatched
b0 cbuffer PerFrame LightLimitFix/ClusterCullingCS.hlsl:4 P+V+VR Unmatched
b0 cbuffer PerFrameCB GrassCollision/CollisionUpdateCS.hlsl:5 P+V+VR Unmatched
b0 cbuffer PerTechnique DistantTree.hlsl:142 P+V+VR Unmatched
b0 cbuffer PerTechnique Effect.hlsl:461 P+V+VR Unmatched
b0 cbuffer PerTechnique ISVolumetricLightingGenerateCS.hlsl:25 P+V+VR Unmatched
b0 cbuffer PerTechnique ISVolumetricLightingRaymarchCS.hlsl:4 P+V+VR Unmatched
b0 cbuffer PerTechnique Lighting.hlsl:557 P+V+VR Unmatched
b0 cbuffer PerTechnique Particle.hlsl:40 P+V+VR Unmatched
b0 cbuffer PerTechnique Utility.hlsl:314 P+V+VR Unmatched
b0 cbuffer PerTechnique Water.hlsl:352 P+V+VR Unmatched
b0 cbuffer RCASConfig Upscaling/RCAS/RCAS.hlsl:26 P+V+VR Unmatched
b0 cbuffer ShadowUpdateCB TerrainShadows/ShadowUpdate.cs.hlsl:4 P+V+VR Unmatched
b0 cbuffer SpecularMapFilterSettings DynamicCubemaps/SpecularIrradianceCS.hlsl:15 P+V+VR Unmatched
b0 cbuffer StretchCB Upscaling/FoveatedRender/SubrectStretchCS.hlsl:8 P+V+VR Unmatched
b0 cbuffer TemporalSmoothCB Upscaling/FoveatedRender/PeripheryTemporalSmoothCS.hlsl:7 P+V+VR Unmatched
b0 cbuffer UpdateData DynamicCubemaps/UpdateCubemapCS.hlsl:53 P+V+VR Unmatched
b0 cbuffer UpscalingData Upscaling/EncodeTexturesCS.hlsl:3 P+V+VR Unmatched
b0 cbuffer VolumetricFogCB ExponentialHeightFog/VolumetricFogCSCommon.hlsli:7 P+V+VR Unmatched
b1 cbuffer PerFrame ScreenSpaceShadows/RaymarchCS.hlsl:16 P+V+VR Unmatched
b1 cbuffer PerFrameSSS SubsurfaceScattering/SSSCommon.hlsli:12 P+V+VR Unmatched
b1 cbuffer PerMaterial Effect.hlsl:468 P+V+VR Unmatched
b1 cbuffer PerMaterial Lighting.hlsl:564 P+V+VR Unmatched
b1 cbuffer PerMaterial RunGrass.hlsl:459 P+V+VR Unmatched
b1 cbuffer PerMaterial Utility.hlsl:323 P+V+VR Unmatched
b1 cbuffer PerMaterial Water.hlsl:369 P+V+VR Unmatched
b1 cbuffer SSGICB ScreenSpaceGI/common.hlsli:26 P+V+VR Unmatched
b1 cbuffer StereoBlendCB VR/StereoBlendCS.hlsl:46 P+V+VR Unmatched
b1 cbuffer StereoSyncCB ScreenSpaceShadows/StereoSyncCS.hlsl:28 P+V+VR Unmatched
b1 cbuffer VLData ISVolumetricLightingBlurHCS.hlsl:21 P+V+VR Unmatched
b1 cbuffer VLData ISVolumetricLightingBlurVCS.hlsl:21 P+V+VR Unmatched
b1 cbuffer VRPostProcessCB VR/VRPostProcessCS.hlsl:19 P+V+VR Unmatched
b1 cbuffer VRStereoOptParams VRStereoOptimizations/cbuffers.hlsli:7 P+V+VR Unmatched
b1 cbuffer WindowBuffer Menu/BackgroundBlurComposite.hlsl:4 P+V+VR Unmatched
b10 cbuffer BonesBuffer Common/Skinned.hlsli:9 P+V+VR Unmatched
b11 cbuffer AlphaTestRefBuffer Lighting.hlsl:653 P+V+VR Unmatched
b11 cbuffer AlphaTestRefCB DistantTree.hlsl:129 P+V+VR Unmatched
b11 cbuffer AlphaTestRefCB Effect.hlsl:455 P+V+VR Unmatched
b11 cbuffer AlphaTestRefCB RunGrass.hlsl:412 P+V+VR Unmatched
b11 cbuffer AlphaTestRefCB Sky.hlsl:183 P+V+VR Unmatched
b11 cbuffer AlphaTestRefCB Utility.hlsl:361 P+V+VR Unmatched
b11 cbuffer IndexedTexcoordBuffer Effect.hlsl:154 P+V+VR Unmatched
b12 cbuffer PerFrame DistantTree.hlsl:135 P+V+VR Unmatched
b12 cbuffer PerFrame Common/FrameBuffer.hlsli:7 P+V+VR Unmatched
b12 cbuffer VS_PerFrame Effect.hlsl:98 P+V+VR Unmatched
b12 cbuffer VS_PerFrame Lighting.hlsl:149 P+V+VR Unmatched
b13 cbuffer VRValues Common/VR.hlsli:17 P+V+VR Unmatched
b2 cbuffer PerGeometry BloodSplatter.hlsl:63 P+V+VR Unmatched
b2 cbuffer PerGeometry DistantTree.hlsl:53 P+V+VR Unmatched
b2 cbuffer PerGeometry Effect.hlsl:475 P+V+VR Unmatched
b2 cbuffer PerGeometry ISAlphaBlend.hlsl:45 P+V+VR Unmatched
b2 cbuffer PerGeometry ISApplyReflections.hlsl:20 P+V+VR Unmatched
b2 cbuffer PerGeometry ISApplyVolumetricLighting.hlsl:29 P+V+VR Unmatched
b2 cbuffer PerGeometry ISBlur.hlsl:19 P+V+VR Unmatched
b2 cbuffer PerGeometry ISCompositeLensFlareVolumetricLighting.hlsl:20 P+V+VR Unmatched
b2 cbuffer PerGeometry ISCopy.hlsl:20 P+V+VR Unmatched
b2 cbuffer PerGeometry ISDepthOfField.hlsl:25 P+V+VR Unmatched
b2 cbuffer PerGeometry ISDoubleVision.hlsl:18 P+V+VR Unmatched
b2 cbuffer PerGeometry ISDownsample.hlsl:21 P+V+VR Unmatched
b2 cbuffer PerGeometry ISExp.hlsl:15 P+V+VR Unmatched
b2 cbuffer PerGeometry ISFullScreenVR.hlsl:15 P+V+VR Unmatched
b2 cbuffer PerGeometry ISHDR.hlsl:31 P+V+VR Unmatched
b2 cbuffer PerGeometry ISIBLensFlare.hlsl:20 P+V+VR Unmatched
b2 cbuffer PerGeometry ISLightingComposite.hlsl:29 P+V+VR Unmatched
b2 cbuffer PerGeometry ISLocalMap.hlsl:16 P+V+VR Unmatched
b2 cbuffer PerGeometry ISMap.hlsl:15 P+V+VR Unmatched
b2 cbuffer PerGeometry ISNoise.hlsl:43 P+V+VR Unmatched
b2 cbuffer PerGeometry ISRadialBlur.hlsl:16 P+V+VR Unmatched
b2 cbuffer PerGeometry ISReflectionsRayTracing.hlsl:25 P+V+VR Unmatched
b2 cbuffer PerGeometry ISRefraction.hlsl:20 P+V+VR Unmatched
b2 cbuffer PerGeometry ISSAOBlur.hlsl:16 P+V+VR Unmatched
b2 cbuffer PerGeometry ISSAOCameraZ.hlsl:16 P+V+VR Unmatched
b2 cbuffer PerGeometry ISSAOComposite.hlsl:30 P+V+VR Unmatched
b2 cbuffer PerGeometry ISSAOMinify.hlsl:16 P+V+VR Unmatched
b2 cbuffer PerGeometry ISSimpleColor.hlsl:21 P+V+VR Unmatched
b2 cbuffer PerGeometry ISSnowSSS.hlsl:21 P+V+VR Unmatched
b2 cbuffer PerGeometry ISTemporalAA.hlsl:31 P+V+VR Unmatched
b2 cbuffer PerGeometry ISUpsampleDynamicResolution.hlsl:15 P+V+VR Unmatched
b2 cbuffer PerGeometry ISVolumetricLighting.hlsl:17 P+V+VR Unmatched
b2 cbuffer PerGeometry ISWaterBlend.hlsl:27 P+V+VR Unmatched
b2 cbuffer PerGeometry ISWaterDisplacement.hlsl:71 P+V+VR Unmatched
b2 cbuffer PerGeometry ISWaterFlow.hlsl:15 P+V+VR Unmatched
b2 cbuffer PerGeometry ISWorldMap.hlsl:18 P+V+VR Unmatched
b2 cbuffer PerGeometry Lighting.hlsl:611 P+V+VR Unmatched
b2 cbuffer PerGeometry Particle.hlsl:236 P+V+VR Unmatched
b2 cbuffer PerGeometry Sky.hlsl:177 P+V+VR Unmatched
b2 cbuffer PerGeometry Utility.hlsl:329 P+V+VR Unmatched
b2 cbuffer PerGeometry Water.hlsl:387 P+V+VR Unmatched
b3 cbuffer StrictLightData LightLimitFix/LightLimitFix.hlsli:12 P+V+VR
b4 cbuffer PerShader Common/Permutation.hlsli:91 P+V+VR Unmatched
b5 cbuffer GrassCollisionPerFrame GrassCollision/GrassCollision.hlsli:5 P+V+VR Unmatched
b5 cbuffer SharedData Common/SharedData.hlsli:12 P+V+VR Unmatched
b6 cbuffer FeatureData Common/SharedData.hlsli:327 P+V+VR
b7 cbuffer SkinPerGeometry Skin/Skin.hlsli:21 P+V+VR Unmatched
b7 cbuffer cb7 RunGrass.hlsl:135 P+V+VR Unmatched
b8 cbuffer LLPerGeometry Common/Color.hlsli:10 P+V+VR Unmatched
b8 cbuffer cb8 RunGrass.hlsl:140 P+V+VR Unmatched
b9 cbuffer PreviousBonesBuffer Common/Skinned.hlsli:4 P+V+VR Unmatched
s0 SamplerState AlbedoSampler ISLightingComposite.hlsl:11 P+V+VR
s0 SamplerState BilinearSampler Upscaling/FoveatedRender/PeripheryTemporalSmoothCS.hlsl:18 P+V+VR
s0 SamplerState BilinearSampler Upscaling/FoveatedRender/SubrectStretchCS.hlsl:25 P+V+VR
s0 SamplerState DensitySampler ISVolumetricLightingRaymarchCS.hlsl:1 P+V+VR
s0 SamplerState DepthSampler ISApplyVolumetricLighting.hlsl:13 P+V+VR
s0 SamplerState DepthSampler ISSAOCameraZ.hlsl:12 P+V+VR
s0 SamplerState DepthSampler ISSimpleColor.hlsl:15 P+V+VR
s0 SamplerState DepthSampler ISVolumetricLighting.hlsl:11 P+V+VR
s0 SamplerState DisplaceMapSampler ISWaterDisplacement.hlsl:53 P+V+VR
s0 SamplerState DisplaySamplerSampler ISWaterDisplacement.hlsl:55 P+V+VR
s0 SamplerState DownScaledBlurredHDRSampler ISIBLensFlare.hlsl:12 P+V+VR
s0 SamplerState FlowmapSampler ISWaterFlow.hlsl:11 P+V+VR
s0 SamplerState HeightMap01Sampler ISWaterDisplacement.hlsl:50 P+V+VR
s0 SamplerState HeightMapSampler ISWaterDisplacement.hlsl:57 P+V+VR
s0 SamplerState ImageSampler ISBlur.hlsl:13 P+V+VR
s0 SamplerState ImageSampler ISCopy.hlsl:16 P+V+VR
s0 SamplerState ImageSampler ISDepthOfField.hlsl:13 P+V+VR
s0 SamplerState ImageSampler ISFullScreenVR.hlsl:12 P+V+VR
s0 SamplerState ImageSampler ISHDR.hlsl:15 P+V+VR
s0 SamplerState ImageSampler ISLocalMap.hlsl:12 P+V+VR
s0 SamplerState ImageSampler ISRadialBlur.hlsl:12 P+V+VR
s0 SamplerState ImageSampler ISWorldMap.hlsl:12 P+V+VR
s0 SamplerState LinearSampler DeferredCompositeCS.hlsl:40 P+V+VR
s0 SamplerState LinearSampler ISVolumetricLightingBlurHCS.hlsl:3 P+V+VR
s0 SamplerState LinearSampler ISVolumetricLightingBlurVCS.hlsl:3 P+V+VR
s0 SamplerState LinearSampler DynamicCubemaps/InferCubemapCS.hlsl:10 P+V+VR
s0 SamplerState LinearSampler DynamicCubemaps/UpdateCubemapCS.hlsl:13 P+V+VR
s0 SamplerState LinearSampler ExponentialHeightFog/VolumetricFogLightScatteringCS.hlsl:1 P+V+VR
s0 SamplerState LinearSampler IBL/DiffuseIBLCS.hlsl:9 P+V+VR
s0 SamplerState LinearSampler Menu/BackgroundBlurComposite.hlsl:10 P+V+VR
s0 SamplerState LinearSampler Menu/BackgroundBlurHorizontal.hlsl:10 P+V+VR
s0 SamplerState LinearSampler Menu/BackgroundBlurVertical.hlsl:10 P+V+VR
s0 SamplerState LinearSampler Upscaling/DepthRefractionUpscalePS.hlsl:16 P+V+VR
s0 SamplerState LinearSampler Upscaling/UnderwaterMaskUpscalePS.hlsl:15 P+V+VR
s0 SamplerState LinearSampler Upscaling/PerfMode/BoxDownscalePS.hlsl:13 P+V+VR
s0 SamplerState LinearSampler Upscaling/PerfMode/MenuBGBlitPS.hlsl:19 P+V+VR
s0 SamplerState LinearSampler VolumetricShadows/DownsampleShadowCS.hlsl:4 P+V+VR
s0 SamplerState LinearSampler VR/StereoBlendCS.hlsl:26 P+V+VR
s0 SamplerState NoiseMapSampler ISNoise.hlsl:39 P+V+VR
s0 SamplerState NormalSampler ISReflectionsRayTracing.hlsl:15 P+V+VR
s0 SamplerState OriginalSampler ISExp.hlsl:11 P+V+VR
s0 SamplerState PointBorderSampler ScreenSpaceShadows/RaymarchCS.hlsl:14 P+V+VR
s0 SamplerState PointSampler SubsurfaceScattering/SeparableSSSCS.hlsl:9 P+V+VR
s0 SamplerState ReflectionSampler Water.hlsl:326 P+V+VR
s0 SamplerState SSRSourceSampler ISApplyReflections.hlsl:12 P+V+VR
s0 SamplerState SampBaseSampler Effect.hlsl:412 P+V+VR
s0 SamplerState SampBaseSampler RunGrass.hlsl:381 P+V+VR
s0 SamplerState SampBaseSampler Sky.hlsl:169 P+V+VR
s0 SamplerState SampBaseSampler Utility.hlsl:296 P+V+VR
s0 SamplerState SampBloodColor BloodSplatter.hlsl:53 P+V+VR
s0 SamplerState SampColorSampler Lighting.hlsl:392 P+V+VR
s0 SamplerState SampDiffuse DistantTree.hlsl:124 P+V+VR
s0 SamplerState SampSourceTexture Particle.hlsl:218 P+V+VR
s0 SamplerState ShadowmapSampler ISVolumetricLightingGenerateCS.hlsl:6 P+V+VR
s0 SamplerState SourceSampler ISBasicCopy.hlsl:11 P+V+VR
s0 SamplerState SourceSampler ISDownsample.hlsl:13 P+V+VR
s0 SamplerState Src0Sampler ISDoubleVision.hlsl:12 P+V+VR
s0 SamplerState Src0Sampler ISMap.hlsl:11 P+V+VR
s0 SamplerState Src0Sampler ISRefraction.hlsl:14 P+V+VR
s0 SamplerState TintMask0Sampler ISAlphaBlend.hlsl:11 P+V+VR
s0 SamplerState VLSourceSampler ISCompositeLensFlareVolumetricLighting.hlsl:14 P+V+VR
s0 SamplerComparisonState comparisonSampler Skylighting/UpdateProbesCS.hlsl:9 P+V+VR
s0 SamplerState currentFrameSampler ISTemporalAA.hlsl:24 P+V+VR
s0 SamplerState depthSampler ISSnowSSS.hlsl:13 P+V+VR
s0 SamplerState linear_wrap_sampler DynamicCubemaps/SpecularIrradianceCS.hlsl:23 P+V+VR
s0 SamplerState sampleType VR/InSceneOverlay.ps.hlsl:5 P+V+VR
s0 SamplerState samplerPointClamp ScreenSpaceGI/common.hlsli:67 P+V+VR
s0 SamplerState snowAlphaSpecSampler ISDebugSnow.hlsl:11 P+V+VR
s0 SamplerState sourceSampler ISSAOBlur.hlsl:12 P+V+VR
s0 SamplerState sourceSampler ISSAOComposite.hlsl:14 P+V+VR
s0 SamplerState sourceSampler ISSAOMinify.hlsl:12 P+V+VR
s0 SamplerState sourceSampler ISSILComposite.hlsl:12 P+V+VR
s0 SamplerState sourceSampler ISUpsampleDynamicResolution.hlsl:11 P+V+VR
s0 SamplerState sourceSampler ISWaterBlend.hlsl:15 P+V+VR
s1 SamplerState AdaptSampler ISHDR.hlsl:17 P+V+VR
s1 SamplerState AvgLumSampler ISBlur.hlsl:14 P+V+VR
s1 SamplerState BlendSampler ISHDR.hlsl:19 P+V+VR
s1 SamplerState BlurredSampler ISDepthOfField.hlsl:14 P+V+VR
s1 SamplerState ColorSampler ISReflectionsRayTracing.hlsl:16 P+V+VR
s1 SamplerState DepthSampler ISWorldMap.hlsl:13 P+V+VR
s1 SamplerState DiffuseSampler ISLightingComposite.hlsl:12 P+V+VR
s1 SamplerState HeightMap02Sampler ISWaterDisplacement.hlsl:51 P+V+VR
s1 SamplerState IndLightingSampler ISSILComposite.hlsl:13 P+V+VR
s1 SamplerState LFSourceSampler ISCompositeLensFlareVolumetricLighting.hlsl:15 P+V+VR
s1 SamplerState PointSampler ISVolumetricLightingBlurHCS.hlsl:4 P+V+VR
s1 SamplerState PointSampler ISVolumetricLightingBlurVCS.hlsl:4 P+V+VR
s1 SamplerState PreviousFrameSampler ISApplyVolumetricLighting.hlsl:14 P+V+VR
s1 SamplerState PreviousFrameSourceSampler ISDownsample.hlsl:14 P+V+VR
s1 SamplerState RampsSampler ISIBLensFlare.hlsl:13 P+V+VR
s1 SamplerState RefractionSampler Water.hlsl:327 P+V+VR
s1 SamplerState SAOSampler ISSAOComposite.hlsl:15 P+V+VR
s1 SamplerState SampBlendSampler Sky.hlsl:170 P+V+VR
s1 SamplerState SampBloodAlpha BloodSplatter.hlsl:54 P+V+VR
s1 SamplerState SampGrayscaleTexture Particle.hlsl:220 P+V+VR
s1 SamplerState SampNormalSampler Effect.hlsl:413 P+V+VR
s1 SamplerState SampNormalSampler Utility.hlsl:297 P+V+VR
s1 SamplerState SampShadowMaskSampler RunGrass.hlsl:382 P+V+VR
s1 SamplerState SampTerrainParallaxSampler Lighting.hlsl:366 P+V+VR
s1 SamplerState ShadowMapSampler ISVolumetricLighting.hlsl:12 P+V+VR
s1 SamplerComparisonState ShadowSampler ExponentialHeightFog/VolumetricFogLightScatteringCS.hlsl:2 P+V+VR
s1 SamplerState ShadowmapVLSampler ISVolumetricLightingGenerateCS.hlsl:7 P+V+VR
s1 SamplerState Src1Sampler ISDoubleVision.hlsl:13 P+V+VR
s1 SamplerState Src1Sampler ISRefraction.hlsl:15 P+V+VR
s1 SamplerState TintMask1Sampler ISAlphaBlend.hlsl:12 P+V+VR
s1 SamplerState WaterMaskSampler ISApplyReflections.hlsl:13 P+V+VR
s1 SamplerState historySampler ISTemporalAA.hlsl:25 P+V+VR
s1 SamplerState samplerLinearClamp ScreenSpaceGI/common.hlsli:68 P+V+VR
s1 SamplerState sceneSampler ISDebugSnow.hlsl:12 P+V+VR
s1 SamplerState snowDiffuseSampler ISSnowSSS.hlsl:14 P+V+VR
s1 SamplerState uintStencilSampler ISSimpleColor.hlsl:16 P+V+VR
s1 SamplerState waterHistorySampler ISWaterBlend.hlsl:16 P+V+VR
s10 SamplerState SSRReflectionSampler Water.hlsl:336 P+V+VR
s10 SamplerState SampProjDetailSampler Lighting.hlsl:431 P+V+VR
s10 SamplerState TintMask10Sampler ISAlphaBlend.hlsl:21 P+V+VR
s11 SamplerState RawSSRReflectionSampler Water.hlsl:337 P+V+VR
s11 SamplerState SampCharacterLightProjNoiseSampler Lighting.hlsl:434 P+V+VR
s11 SamplerState TintMask11Sampler ISAlphaBlend.hlsl:22 P+V+VR
s12 SamplerState SampRimSoftLightWorldMapOverlaySampler Lighting.hlsl:435 P+V+VR
s12 SamplerState TintMask12Sampler ISAlphaBlend.hlsl:23 P+V+VR
s13 SamplerState SampLandLodBlend1Sampler Lighting.hlsl:444 P+V+VR
s13 SamplerState SampWorldMapOverlaySnowSampler Lighting.hlsl:438 P+V+VR
s13 SamplerState TintMask13Sampler ISAlphaBlend.hlsl:24 P+V+VR
s14 SamplerState TintMask14Sampler ISAlphaBlend.hlsl:25 P+V+VR
s15 SamplerState SampLandLodBlend2Sampler Lighting.hlsl:445 P+V+VR
s15 SamplerState SampLandLodNoiseSampler Lighting.hlsl:447 P+V+VR
s15 SamplerState TintMask15Sampler ISAlphaBlend.hlsl:26 P+V+VR
s2 SamplerState AvgSampler ISHDR.hlsl:21 P+V+VR
s2 SamplerState DepthSampler ISDepthOfField.hlsl:15 P+V+VR
s2 SamplerState DepthSampler ISReflectionsRayTracing.hlsl:17 P+V+VR
s2 SamplerState DisplacementSampler Water.hlsl:328 P+V+VR
s2 SamplerState InverseRepartitionSampler ISVolumetricLightingGenerateCS.hlsl:8 P+V+VR
s2 SamplerState MainBufferSampler ISApplyReflections.hlsl:14 P+V+VR
s2 SamplerState MasksSampler ISIBLensFlare.hlsl:14 P+V+VR
s2 SamplerState MotionVectorsSampler ISDownsample.hlsl:15 P+V+VR
s2 SamplerState SampDepthSampler Utility.hlsl:298 P+V+VR
s2 SamplerState SampFlareColor BloodSplatter.hlsl:55 P+V+VR
s2 SamplerState SampNoiseGradSampler Sky.hlsl:171 P+V+VR
s2 SamplerState SampNoiseSampler Effect.hlsl:414 P+V+VR
s2 SamplerState SampNormalSampler RunGrass.hlsl:386 P+V+VR
s2 SamplerState SampPrecipitationOcclusionTexture Particle.hlsl:223 P+V+VR
s2 SamplerState SampSpecularSampler Lighting.hlsl:397 P+V+VR
s2 SamplerState SpecularSampler ISLightingComposite.hlsl:13 P+V+VR
s2 SamplerState TintMask2Sampler ISAlphaBlend.hlsl:13 P+V+VR
s2 SamplerState VLSampler ISApplyVolumetricLighting.hlsl:15 P+V+VR
s2 SamplerState depthSampler ISSAOComposite.hlsl:16 P+V+VR
s2 SamplerState motionBufferSampler ISWaterBlend.hlsl:17 P+V+VR
s2 SamplerState snowAlphaSpecSampler ISSnowSSS.hlsl:15 P+V+VR
s2 SamplerState velocitySampler ISTemporalAA.hlsl:26 P+V+VR
s3 SamplerState AlphaSampler ISReflectionsRayTracing.hlsl:18 P+V+VR
s3 SamplerState AvgDepthSampler ISDepthOfField.hlsl:16 P+V+VR
s3 SamplerState CubeMapSampler Water.hlsl:329 P+V+VR
s3 SamplerState NoiseSampler ISVolumetricLightingGenerateCS.hlsl:9 P+V+VR
s3 SamplerState NormalsSSRMaskSampler ISSAOComposite.hlsl:17 P+V+VR
s3 SamplerState RepartitionSampler ISApplyVolumetricLighting.hlsl:16 P+V+VR
s3 SamplerState SAOSampler ISLightingComposite.hlsl:14 P+V+VR
s3 SamplerState SampDepthSampler Effect.hlsl:415 P+V+VR
s3 SamplerState SampFlareHDR BloodSplatter.hlsl:56 P+V+VR
s3 SamplerState SampProjDiffuseSampler Lighting.hlsl:405 P+V+VR
s3 SamplerState SampRMAOSSampler RunGrass.hlsl:387 P+V+VR
s3 SamplerState SampShadowMapSampler Utility.hlsl:299 P+V+VR
s3 SamplerState SampTintSampler Lighting.hlsl:400 P+V+VR
s3 SamplerState SampUnderwaterMask Particle.hlsl:224 P+V+VR
s3 SamplerState TintMask3Sampler ISAlphaBlend.hlsl:14 P+V+VR
s3 SamplerState depthBufferSampler ISWaterBlend.hlsl:18 P+V+VR
s3 SamplerState depthSampler ISTemporalAA.hlsl:27 P+V+VR
s4 SamplerState FogSampler ISLightingComposite.hlsl:15 P+V+VR
s4 SamplerState MaskSampler ISDepthOfField.hlsl:17 P+V+VR
s4 SamplerState NoiseGradSamplerSampler ISApplyVolumetricLighting.hlsl:17 P+V+VR
s4 SamplerState Normals01Sampler Water.hlsl:330 P+V+VR
s4 SamplerState SampDetailSampler Lighting.hlsl:401 P+V+VR
s4 SamplerState SampEnvSampler Lighting.hlsl:409 P+V+VR
s4 SamplerState SampGrayscaleSampler Effect.hlsl:416 P+V+VR
s4 SamplerState SampParallaxSampler Lighting.hlsl:414 P+V+VR
s4 SamplerComparisonState SampShadowMapSamplerComp Utility.hlsl:300 P+V+VR
s4 SamplerState SampSubsurfaceSampler RunGrass.hlsl:388 P+V+VR
s4 SamplerState TintMask4Sampler ISAlphaBlend.hlsl:15 P+V+VR
s4 SamplerState maskSampler ISTemporalAA.hlsl:28 P+V+VR
s4 SamplerState snowSpecAlphaSampler ISSAOComposite.hlsl:18 P+V+VR
s4 SamplerState waterMaskSampler ISWaterBlend.hlsl:19 P+V+VR
s5 SamplerState DirDiffuseSampler ISLightingComposite.hlsl:16 P+V+VR
s5 SamplerState MotionVectorsSampler ISApplyVolumetricLighting.hlsl:18 P+V+VR
s5 SamplerState Normals02Sampler Water.hlsl:331 P+V+VR
s5 SamplerState SampEnvMaskSampler Lighting.hlsl:410 P+V+VR
s5 SamplerState SampRMAOSSampler Lighting.hlsl:417 P+V+VR
s5 SamplerState SampStencilSampler Utility.hlsl:301 P+V+VR
s5 SamplerState TintMask5Sampler ISAlphaBlend.hlsl:16 P+V+VR
s5 SamplerState alphaSampler ISTemporalAA.hlsl:29 P+V+VR
s5 SamplerState shadowMaskSampler ISSAOComposite.hlsl:19 P+V+VR
s6 SamplerState DirSpecularSampler ISLightingComposite.hlsl:17 P+V+VR
s6 SamplerState Normals03Sampler Water.hlsl:332 P+V+VR
s6 SamplerState PreviousDepthSampler ISApplyVolumetricLighting.hlsl:19 P+V+VR
s6 SamplerState SSRSourceSampler ISSAOComposite.hlsl:20 P+V+VR
s6 SamplerComparisonState SampFocusShadowMapSamplerComp Utility.hlsl:302 P+V+VR
s6 SamplerState SampGlowSampler Lighting.hlsl:420 P+V+VR
s6 SamplerState TintMask6Sampler ISAlphaBlend.hlsl:17 P+V+VR
s7 SamplerState DepthSampler Water.hlsl:333 P+V+VR
s7 SamplerState SampGrayscaleSampler Utility.hlsl:303 P+V+VR
s7 SamplerState ShadowMaskSampler ISLightingComposite.hlsl:18 P+V+VR
s7 SamplerState TintMask7Sampler ISAlphaBlend.hlsl:18 P+V+VR
s8 SamplerState FlowMapSampler Water.hlsl:334 P+V+VR
s8 SamplerState SampLayerSampler Lighting.hlsl:423 P+V+VR
s8 SamplerState SampProjNormalSampler Lighting.hlsl:425 P+V+VR
s8 SamplerState TintMask8Sampler ISAlphaBlend.hlsl:19 P+V+VR
s9 SamplerState FlowMapNormalsSampler Water.hlsl:335 P+V+VR
s9 SamplerState SampBackLightSampler Lighting.hlsl:428 P+V+VR
s9 SamplerState SampColorSampler ISSAOComposite.hlsl:134 P+V+VR
s9 SamplerState TintMask9Sampler ISAlphaBlend.hlsl:20 P+V+VR
t0 Texture2D<float4> AlbedoTex ISLightingComposite.hlsl:20 P+V+VR
t0 StructuredBuffer<BoundingBoxPacked> CollisionBoundingBoxes GrassCollision/CollisionUpdateCS.hlsl:26 P+V+VR Unmatched
t0 Texture2D<float4> ColorTexture SubsurfaceScattering/DiffuseExtractionCS.hlsl:3 P+V+VR
t0 Texture2D<float4> ColorTexture SubsurfaceScattering/SeparableSSSCS.hlsl:3 P+V+VR
t0 Texture2D<float4> ColorTexture VR/StereoBlendCS.hlsl:17 P+V+VR
t0 Texture2D<float4> ColorTexture VR/VRPostProcessCS.hlsl:13 P+V+VR
t0 Texture2D<float4> CurrentTex Upscaling/FoveatedRender/PeripheryTemporalSmoothCS.hlsl:15 P+V+VR
t0 Texture2D<float> DepthIn Upscaling/ClearHMDMaskCS.hlsl:16 P+V+VR
t0 Texture2D<float4> DepthTex ISApplyVolumetricLighting.hlsl:21 P+V+VR
t0 Texture2D<float4> DepthTex ISSAOCameraZ.hlsl:14 P+V+VR
t0 Texture2D<float4> DepthTex ISSimpleColor.hlsl:18 P+V+VR
t0 Texture2D<float4> DepthTex ISVolumetricLighting.hlsl:14 P+V+VR
t0 Texture2D<float> DepthTexture DynamicCubemaps/UpdateCubemapCS.hlsl:10 P+V+VR
t0 Texture2D<float> DepthTexture ScreenSpaceShadows/RaymarchCS.hlsl:9 P+V+VR
t0 Texture2D<float> DepthTexture VRStereoOptimizations/StencilCS.hlsl:15 P+V+VR
t0 Texture2D<float4> DisplaceMapTex ISWaterDisplacement.hlsl:64 P+V+VR
t0 Texture2D<float4> DisplaySamplerTex ISWaterDisplacement.hlsl:66 P+V+VR
t0 Texture2D<float4> DownScaledBlurredHDRTex ISIBLensFlare.hlsl:16 P+V+VR
t0 TextureCube<float4> EnvCaptureTexture DynamicCubemaps/InferCubemapCS.hlsl:4 P+V+VR
t0 TextureCube<float4> EnvTexture IBL/DiffuseIBLCS.hlsl:6 P+V+VR
t0 Texture2D<float4> FlowmapTex ISWaterFlow.hlsl:13 P+V+VR
t0 Texture2D<float4> HeightMap01Tex ISWaterDisplacement.hlsl:61 P+V+VR
t0 Texture2D<float4> HeightMapTex ISWaterDisplacement.hlsl:68 P+V+VR
t0 Texture2D<float4> ImageTex ISBlur.hlsl:16 P+V+VR
t0 Texture2D<float4> ImageTex ISCopy.hlsl:18 P+V+VR
t0 Texture2D<float4> ImageTex ISDepthOfField.hlsl:19 P+V+VR
t0 Texture2D<float4> ImageTex ISFullScreenVR.hlsl:13 P+V+VR
t0 Texture2D<float4> ImageTex ISHDR.hlsl:23 P+V+VR
t0 Texture2D<float4> ImageTex ISLocalMap.hlsl:14 P+V+VR
t0 Texture2D<float4> ImageTex ISRadialBlur.hlsl:14 P+V+VR
t0 Texture2D<float4> ImageTex ISWorldMap.hlsl:15 P+V+VR
t0 Texture2D<float> InVLTexture ISVolumetricLightingBlurHCS.hlsl:1 P+V+VR
t0 Texture2D<float> InVLTexture ISVolumetricLightingBlurVCS.hlsl:1 P+V+VR
t0 Texture2D InputTexture Menu/BackgroundBlurComposite.hlsl:11 P+V+VR
t0 Texture2D InputTexture Menu/BackgroundBlurHorizontal.hlsl:11 P+V+VR
t0 Texture2D InputTexture Menu/BackgroundBlurVertical.hlsl:11 P+V+VR
t0 Texture2D<float> InputTexture Upscaling/CopyDepthToSharedBufferPS.hlsl:5 P+V+VR
t0 Texture2D<float2> InputTexture VolumetricShadows/BlurShadowCS.hlsl:5 P+V+VR
t0 Texture3D<float4> LightScattering ExponentialHeightFog/VolumetricFogIntegrationCS.hlsl:1 P+V+VR
t0 Texture2D<uint> ModeTexture VRStereoOptimizations/StencilWritePS.hlsl:17 P+V+VR
t0 Texture2D<float4> NoiseMapTex ISNoise.hlsl:41 P+V+VR
t0 Texture2D<float4> NormalTex ISReflectionsRayTracing.hlsl:20 P+V+VR
t0 Texture2D<float4> OriginalTex ISExp.hlsl:13 P+V+VR
t0 Texture2D<float4> ReflectionTex Water.hlsl:339 P+V+VR
t0 Texture2D<float4> RefractionNormals Upscaling/DepthRefractionUpscalePS.hlsl:18 P+V+VR
t0 Texture2D<float4> SSRSourceTex ISApplyReflections.hlsl:16 P+V+VR
t0 Texture2D<float4> SceneTex HDRDisplay/HDROutputCS.hlsl:9 P+V+VR
t0 Texture2D<float4> Source Upscaling/RCAS/RCAS.hlsl:32 P+V+VR
t0 Texture2D<float4> SourceTex ISBasicCopy.hlsl:13 P+V+VR
t0 Texture2D<float4> SourceTex ISDownsample.hlsl:17 P+V+VR
t0 Texture2D<float4> SourceTex Upscaling/PerfMode/BoxDownscalePS.hlsl:14 P+V+VR
t0 Texture2D<float4> SourceTex Upscaling/PerfMode/MenuBGBlitPS.hlsl:20 P+V+VR
t0 Texture2D<float3> SpecularTexture DeferredCompositeCS.hlsl:12 P+V+VR
t0 Texture2D<float4> Src0Tex ISDoubleVision.hlsl:15 P+V+VR
t0 Texture2D<float4> Src0Tex ISMap.hlsl:13 P+V+VR
t0 Texture2D<float4> Src0Tex ISRefraction.hlsl:17 P+V+VR
t0 Texture2D<float> SrcDepthTexture ScreenSpaceShadows/StereoSyncCS.hlsl:20 P+V+VR
t0 Texture2D<float4> SrcTex Upscaling/FoveatedRender/SubrectBlendCS.hlsl:20 P+V+VR
t0 Texture2D<float4> SrcTex Upscaling/FoveatedRender/SubrectStretchCS.hlsl:24 P+V+VR
t0 Texture2D<float2> TAAMask Upscaling/EncodeTexturesCS.hlsl:10 P+V+VR
t0 Texture2D<float4> TexBaseSampler Effect.hlsl:418 P+V+VR
t0 Texture2D<float4> TexBaseSampler RunGrass.hlsl:392 P+V+VR
t0 Texture2D<float4> TexBaseSampler Sky.hlsl:173 P+V+VR
t0 Texture2D<float4> TexBaseSampler Utility.hlsl:305 P+V+VR
t0 Texture2D<float4> TexBloodColor BloodSplatter.hlsl:58 P+V+VR
t0 Texture2D<float4> TexColorSampler Lighting.hlsl:492 P+V+VR
t0 Texture2D<float4> TexDiffuse DistantTree.hlsl:126 P+V+VR
t0 Texture2D<float> TexHeight TerrainShadows/ShadowUpdate.cs.hlsl:1 P+V+VR
t0 Texture2D<float4> TexSourceTexture Particle.hlsl:227 P+V+VR
t0 Texture2D<float4> TintMask0Tex ISAlphaBlend.hlsl:28 P+V+VR
t0 Texture2D<float> UnderwaterMask Upscaling/UnderwaterMaskUpscalePS.hlsl:17 P+V+VR
t0 Texture3D<float4> VBufferA ExponentialHeightFog/VolumetricFogLightScatteringCS.hlsl:3 P+V+VR
t0 Texture2D<float4> VLSourceTex ISCompositeLensFlareVolumetricLighting.hlsl:17 P+V+VR
t0 StructuredBuffer<ClusterAABB> clusters LightLimitFix/ClusterCullingCS.hlsl:14 P+V+VR
t0 Texture2D<float4> currentFrameTex ISTemporalAA.hlsl:17 P+V+VR
t0 Texture2D<float4> depthTex ISSnowSSS.hlsl:17 P+V+VR
t0 TextureCube inputTexture DynamicCubemaps/SpecularIrradianceCS.hlsl:20 P+V+VR
t0 Texture2D shaderTexture VR/InSceneOverlay.ps.hlsl:4 P+V+VR
t0 Texture2D<float4> snowAlphaSpecTex ISDebugSnow.hlsl:14 P+V+VR
t0 Texture2D<float4> sourceTex ISSAOBlur.hlsl:14 P+V+VR
t0 Texture2D<float4> sourceTex ISSAOComposite.hlsl:22 P+V+VR
t0 Texture2D<float4> sourceTex ISSAOMinify.hlsl:14 P+V+VR
t0 Texture2D<float4> sourceTex ISSILComposite.hlsl:15 P+V+VR
t0 Texture2D<float4> sourceTex ISUpsampleDynamicResolution.hlsl:13 P+V+VR
t0 Texture2D<float4> sourceTex ISWaterBlend.hlsl:21 P+V+VR
t0 Texture2D<half> srcDepth ScreenSpaceGI/blur.cs.hlsl:12 P+V+VR
t0 Texture2D<float> srcDepth ScreenSpaceGI/stereoSync.cs.hlsl:15 P+V+VR
t0 Texture2D<half> srcDepth ScreenSpaceGI/upsample.cs.hlsl:6 P+V+VR
t0 Texture2D<half4> srcDiffuse ScreenSpaceGI/radianceDisocc.cs.hlsl:8 P+V+VR
t0 Texture2D<float> srcNDCDepth ScreenSpaceGI/prefilterDepths.cs.hlsl:18 P+V+VR
t0 Texture2D<float4> srcNormalRoughness ScreenSpaceGI/prefilterNormal.cs.hlsl:4 P+V+VR
t0 Texture2D<float3> srcRadiance ScreenSpaceGI/prefilterRadiance.cs.hlsl:18 P+V+VR
t0 Texture2D<float> srcWorkingDepth ScreenSpaceGI/gi.cs.hlsl:37 P+V+VR
t1 Texture2D<float4> AdaptTex ISHDR.hlsl:25 P+V+VR
t1 Texture2D<float4> AvgLumTex ISBlur.hlsl:17 P+V+VR
t1 Texture2D<float4> BlendTex ISHDR.hlsl:27 P+V+VR
t1 Texture2D<float4> BlurredTex ISDepthOfField.hlsl:20 P+V+VR
t1 StructuredBuffer<float4> CollisionInstances GrassCollision/CollisionUpdateCS.hlsl:28 P+V+VR
t1 Texture2D<float4> ColorTex ISReflectionsRayTracing.hlsl:21 P+V+VR
t1 Texture2D<float4> ColorTexture DynamicCubemaps/UpdateCubemapCS.hlsl:11 P+V+VR
t1 Texture2D<float4> DepthTex ISWorldMap.hlsl:16 P+V+VR
t1 Texture2D<float> DepthTex Upscaling/DepthRefractionUpscalePS.hlsl:19 P+V+VR
t1 Texture2D<float> DepthTexture ISVolumetricLightingBlurHCS.hlsl:2 P+V+VR
t1 Texture2D<float> DepthTexture ISVolumetricLightingBlurVCS.hlsl:2 P+V+VR
t1 Texture2D<float4> DepthTexture SubsurfaceScattering/SeparableSSSCS.hlsl:4 P+V+VR
t1 Texture2D<float> DepthTexture VR/StereoBlendCS.hlsl:18 P+V+VR
t1 Texture2D<float4> DiffuseTex ISLightingComposite.hlsl:21 P+V+VR
t1 Texture2D<float4> HeightMap02Tex ISWaterDisplacement.hlsl:62 P+V+VR
t1 Texture2D<float4> HistoryTex Upscaling/FoveatedRender/PeripheryTemporalSmoothCS.hlsl:16 P+V+VR
t1 Texture2D<float4> IndLightingTex ISSILComposite.hlsl:16 P+V+VR
t1 Texture2D<float4> LFSourceTex ISCompositeLensFlareVolumetricLighting.hlsl:18 P+V+VR
t1 Texture2D<uint> ModeTexture VR/VRPostProcessCS.hlsl:14 P+V+VR
t1 Texture2D<float4> NormalsWaterMask Upscaling/EncodeTexturesCS.hlsl:11 P+V+VR
t1 Texture2D<float4> PreviousFrameSourceTex ISDownsample.hlsl:18 P+V+VR
t1 Texture2D<float4> PreviousFrameTex ISApplyVolumetricLighting.hlsl:22 P+V+VR
t1 Texture2D<float4> RampsTex ISIBLensFlare.hlsl:17 P+V+VR
t1 TextureCube<float4> ReflectionsTexture DynamicCubemaps/InferCubemapCS.hlsl:5 P+V+VR
t1 Texture2D<float4> RefractionTex Water.hlsl:340 P+V+VR
t1 Texture2D<float4> SAOTex ISSAOComposite.hlsl:23 P+V+VR
t1 Texture2D<float> SceneDepth Upscaling/UnderwaterMaskUpscalePS.hlsl:19 P+V+VR
t1 Texture2D<float4> ShadowMapTex ISVolumetricLighting.hlsl:15 P+V+VR
t1 Texture2D<float4> Src1Tex ISDoubleVision.hlsl:16 P+V+VR
t1 Texture2D<float4> Src1Tex ISRefraction.hlsl:18 P+V+VR
t1 Texture2D<float4> TexBlendSampler Sky.hlsl:174 P+V+VR
t1 Texture2D<float4> TexBloodAlpha BloodSplatter.hlsl:59 P+V+VR
t1 Texture2D<float4> TexGrayscaleTexture Particle.hlsl:229 P+V+VR
t1 Texture2D<float4> TexLandColor2Sampler Lighting.hlsl:453 P+V+VR
t1 Texture2D<float4> TexNormalSampler Effect.hlsl:419 P+V+VR
t1 Texture2D<float4> TexNormalSampler Lighting.hlsl:493 P+V+VR
t1 Texture2D<float4> TexNormalSampler Utility.hlsl:306 P+V+VR
t1 Texture2D<float4> TexShadowMaskSampler RunGrass.hlsl:393 P+V+VR
t1 Texture2D<float4> TintMask1Tex ISAlphaBlend.hlsl:29 P+V+VR
t1 Texture2D<float4> UITex HDRDisplay/HDROutputCS.hlsl:10 P+V+VR
t1 Texture2D<float4> WaterMaskTex ISApplyReflections.hlsl:17 P+V+VR
t1 Texture2D<float4> historyTex ISTemporalAA.hlsl:18 P+V+VR
t1 StructuredBuffer<Light> lights LightLimitFix/ClusterCullingCS.hlsl:15 P+V+VR Unmatched
t1 Texture2D<float4> sceneTex ISDebugSnow.hlsl:15 P+V+VR
t1 Texture2D<float4> snowDiffuseTex ISSnowSSS.hlsl:18 P+V+VR
t1 Texture2D<float> srcAo ScreenSpaceGI/stereoSync.cs.hlsl:16 P+V+VR
t1 Texture2D<half> srcAo ScreenSpaceGI/upsample.cs.hlsl:7 P+V+VR
t1 Texture2D<half> srcCurrDepth ScreenSpaceGI/radianceDisocc.cs.hlsl:9 P+V+VR
t1 Texture2D<half4> srcNormalRoughness ScreenSpaceGI/blur.cs.hlsl:13 P+V+VR
t1 Texture2D<float4> srcNormalRoughness ScreenSpaceGI/gi.cs.hlsl:38 P+V+VR
t1 Texture2D<uint4> uintStencilTex ISSimpleColor.hlsl:19 P+V+VR
t1 Texture2D<float4> waterHistoryTex ISWaterBlend.hlsl:22 P+V+VR
t10 Texture2D<float4> SSRReflectionTex Water.hlsl:349 P+V+VR
t10 Texture2D<float4> SsgiAoTexture DeferredCompositeCS.hlsl:49 P+V+VR
t10 Texture2D<float4> TexLandNormal4Sampler Lighting.hlsl:461 P+V+VR
t10 Texture2D<float4> TexProjDetail Lighting.hlsl:530 P+V+VR
t10 Texture2D<float4> TintMask10Tex ISAlphaBlend.hlsl:38 P+V+VR
t100 Texture2D<float4> Collision GrassCollision/GrassCollision.hlsli:3 P+V+VR
t102 StructuredBuffer<ShadowLightData> Shadows LightLimitFix/LightLimitFix.hlsli:158 P+V+VR Unmatched
t11 Texture2D<float4> RawSSRReflectionTex Water.hlsl:350 P+V+VR
t11 Texture2D<float4> SsgiYTexture DeferredCompositeCS.hlsl:50 P+V+VR
t11 Texture2D<float4> TexCharacterLightProjNoiseSampler Lighting.hlsl:533 P+V+VR
t11 Texture2D<float4> TexLandNormal5Sampler Lighting.hlsl:462 P+V+VR
t11 Texture2D<float4> TintMask11Tex ISAlphaBlend.hlsl:39 P+V+VR
t12 Texture2D<float4> SsgiCoCgTexture DeferredCompositeCS.hlsl:51 P+V+VR
t12 Texture2D<float4> TexLandNormal6Sampler Lighting.hlsl:463 P+V+VR
t12 Texture2D<float4> TexRimSoftLightWorldMapOverlaySampler Lighting.hlsl:534 P+V+VR
t12 Texture2D<float4> TintMask12Tex ISAlphaBlend.hlsl:40 P+V+VR
t13 Texture2D<float4> SsgiSpecularTexture DeferredCompositeCS.hlsl:52 P+V+VR
t13 Texture2D<float4> TexLandLodBlend1Sampler Lighting.hlsl:543 P+V+VR
t13 Texture2D<float4> TexWorldMapOverlaySnowSampler Lighting.hlsl:537 P+V+VR
t13 Texture2D<float4> TintMask13Tex ISAlphaBlend.hlsl:41 P+V+VR
t14 Texture2D<float4> TexShadowMaskSampler Lighting.hlsl:549 P+V+VR
t14 Texture2D<float4> TintMask14Tex ISAlphaBlend.hlsl:42 P+V+VR
t15 Texture2D<float4> TexLandLodBlend2Sampler Lighting.hlsl:544 P+V+VR
t15 Texture2D<float4> TexLandLodNoiseSampler Lighting.hlsl:546 P+V+VR
t15 Texture2D<float4> TintMask15Tex ISAlphaBlend.hlsl:43 P+V+VR
t16 Texture2D<uint> StereoOptModeTexture DeferredCompositeCS.hlsl:32 P+V+VR
t17 Texture2D<float4> DepthTexture Common/SharedData.hlsli:349 P+V+VR
t17 Texture2D<float> TexDepthSampler Sky.hlsl:206 P+V+VR
t18 Texture2D<float2> SharedShadowMap VolumetricShadows/VolumetricShadows.hlsli:9 P+V+VR
t19 Texture3D<float4> ExponentialHeightFogIntegratedLightScattering ExponentialHeightFog/ExponentialHeightFog.hlsli:12 P+V+VR
t2 Texture2D<float4> AvgTex ISHDR.hlsl:29 P+V+VR
t2 TextureCube<float4> DefaultCubemap DynamicCubemaps/InferCubemapCS.hlsl:6 P+V+VR
t2 Texture2D<float> DepthTex ISDepthOfField.hlsl:21 P+V+VR
t2 Texture2D<float4> DepthTex ISReflectionsRayTracing.hlsl:22 P+V+VR
t2 Texture2D<float> DepthTexture VR/VRPostProcessCS.hlsl:15 P+V+VR
t2 Texture2D<float4> DisplacementTex Water.hlsl:341 P+V+VR
t2 Texture1D<float> InverseRepartitionTex ISVolumetricLightingGenerateCS.hlsl:13 P+V+VR
t2 Texture3D<float4> LightScatteringHistory ExponentialHeightFog/VolumetricFogLightScatteringCS.hlsl:5 P+V+VR
t2 Texture2D<float4> MainBufferTex ISApplyReflections.hlsl:18 P+V+VR
t2 Texture2D<float4> MaskTexture SubsurfaceScattering/SeparableSSSCS.hlsl:5 P+V+VR
t2 Texture2D<float4> MasksTex ISIBLensFlare.hlsl:18 P+V+VR
t2 Texture2D<uint> ModeTexture VR/StereoBlendCS.hlsl:24 P+V+VR
t2 Texture2D<float2> MotionVectorMask Upscaling/EncodeTexturesCS.hlsl:12 P+V+VR
t2 Texture2D<float4> MotionVectorsTex ISDownsample.hlsl:19 P+V+VR
t2 Texture2D<float4> MvecTex Upscaling/FoveatedRender/PeripheryTemporalSmoothCS.hlsl:17 P+V+VR
t2 Texture2D<float4> SpecularTex ISLightingComposite.hlsl:22 P+V+VR
t2 Texture2D<uint> StencilTex Upscaling/DepthRefractionUpscalePS.hlsl:22 P+V+VR
t2 Texture2D<float4> TexDepthUtilitySampler Utility.hlsl:307 P+V+VR
t2 Texture2D<float4> TexFlareColor BloodSplatter.hlsl:60 P+V+VR
t2 Texture2D<float4> TexLandColor3Sampler Lighting.hlsl:454 P+V+VR
t2 Texture2D<float4> TexNoiseGradSampler Sky.hlsl:175 P+V+VR
t2 Texture2D<float4> TexNoiseSampler Effect.hlsl:420 P+V+VR
t2 Texture2D<float4> TexNormalSampler RunGrass.hlsl:404 P+V+VR
t2 Texture2D<float4> TexPrecipitationOcclusionTexture Particle.hlsl:232 P+V+VR
t2 Texture2D<float4> TexSpecularSampler Lighting.hlsl:496 P+V+VR
t2 Texture2D<float4> TintMask2Tex ISAlphaBlend.hlsl:30 P+V+VR
t2 Texture3D<float4> VLTex ISApplyVolumetricLighting.hlsl:23 P+V+VR
t2 Texture2D<float4> depthTex ISSAOComposite.hlsl:24 P+V+VR
t2 Texture2D<float4> motionBufferTex ISWaterBlend.hlsl:23 P+V+VR
t2 Texture2D<float4> snowAlphaSpecTex ISSnowSSS.hlsl:19 P+V+VR
t2 Texture2D<half4> srcCurrNormal ScreenSpaceGI/radianceDisocc.cs.hlsl:10 P+V+VR
t2 Texture2D<float4> srcIlY ScreenSpaceGI/stereoSync.cs.hlsl:17 P+V+VR
t2 Texture2D<half4> srcIlY ScreenSpaceGI/upsample.cs.hlsl:8 P+V+VR
t2 Texture2D<float3> srcRadiance ScreenSpaceGI/gi.cs.hlsl:39 P+V+VR
t2 Texture2D<float4> velocityTex ISTemporalAA.hlsl:19 P+V+VR
t20 Texture2D<float4> Glint2023NoiseMap Common/Glints/Glints2023.hlsli:7 P+V+VR
t25 TextureCube<float> CloudShadowsTexture CloudShadows/CloudShadows.hlsli:5 P+V+VR
t3 Texture2D<float4> AlbedoTexture SubsurfaceScattering/DiffuseExtractionCS.hlsl:4 P+V+VR
t3 Texture2D<float4> AlbedoTexture SubsurfaceScattering/SeparableSSSCS.hlsl:6 P+V+VR
t3 Texture2D<float4> AlphaTex ISReflectionsRayTracing.hlsl:23 P+V+VR
t3 Texture2D<float4> AvgDepthTex ISDepthOfField.hlsl:22 P+V+VR
t3 Texture2D<float> ConservativeDepthTexture ExponentialHeightFog/VolumetricFogLightScatteringCS.hlsl:6 P+V+VR
t3 TextureCube<float4> CubeMapTex Water.hlsl:342 P+V+VR
t3 Texture2D<float> DepthMask Upscaling/EncodeTexturesCS.hlsl:13 P+V+VR
t3 Texture2D<float3> MasksTexture DeferredCompositeCS.hlsl:15 P+V+VR
t3 Texture3D<float> NoiseTex ISVolumetricLightingGenerateCS.hlsl:14 P+V+VR
t3 Texture2D<float4> NormalsSSRMaskTex ISSAOComposite.hlsl:25 P+V+VR
t3 Texture2D<float> PomOffsetTexture VR/StereoBlendCS.hlsl:25 P+V+VR
t3 Texture1D<float4> RepartitionTex ISApplyVolumetricLighting.hlsl:24 P+V+VR
t3 Texture2D<float4> SAOTex ISLightingComposite.hlsl:23 P+V+VR
t3 Texture2D<float4> TexDepthSamplerEffect Effect.hlsl:421 P+V+VR
t3 Texture2D<float4> TexFlareHDR BloodSplatter.hlsl:61 P+V+VR
t3 Texture2D<float4> TexLandColor4Sampler Lighting.hlsl:455 P+V+VR
t3 Texture2D<float4> TexProjDiffuseSampler Lighting.hlsl:504 P+V+VR
t3 Texture2D<float4> TexRMAOSSampler RunGrass.hlsl:405 P+V+VR
t3 Texture2D<float4> TexTintSampler Lighting.hlsl:499 P+V+VR
t3 Texture2D<float4> TexUnderwaterMask Particle.hlsl:233 P+V+VR
t3 Texture2D<float4> TintMask3Tex ISAlphaBlend.hlsl:31 P+V+VR
t3 Texture2D<float4> depthBufferTex ISWaterBlend.hlsl:24 P+V+VR
t3 Texture2D<float4> depthTex ISTemporalAA.hlsl:20 P+V+VR
t3 Texture2D<float2> srcIlCoCg ScreenSpaceGI/stereoSync.cs.hlsl:18 P+V+VR
t3 Texture2D<half2> srcIlCoCg ScreenSpaceGI/upsample.cs.hlsl:9 P+V+VR
t3 Texture2D<float4> srcIlY ScreenSpaceGI/blur.cs.hlsl:15 P+V+VR
t3 Texture2D<half3> srcPrevGeo ScreenSpaceGI/radianceDisocc.cs.hlsl:11 P+V+VR
t30 TextureCube<float3> EnvReflectionsTexture DynamicCubemaps/DynamicCubemaps.hlsli:16 P+V+VR
t31 TextureCube<float3> EnvTexture DynamicCubemaps/DynamicCubemaps.hlsli:17 P+V+VR
t35 StructuredBuffer<Light> lights LightLimitFix/LightLimitFix.hlsli:21 P+V+VR
t36 StructuredBuffer<uint> lightList LightLimitFix/LightLimitFix.hlsli:22 P+V+VR
t37 StructuredBuffer<LightGrid> lightGrid LightLimitFix/LightLimitFix.hlsli:23 P+V+VR
t4 Texture2D<float> DepthTexture DeferredCompositeCS.hlsl:25 P+V+VR
t4 Texture2D<float4> FogTex ISLightingComposite.hlsl:24 P+V+VR
t4 Texture2D<float4> MaskTex ISDepthOfField.hlsl:23 P+V+VR
t4 Texture2D<float4> NoiseGradSamplerTex ISApplyVolumetricLighting.hlsl:25 P+V+VR
t4 Texture2D<float4> NormalTexture SubsurfaceScattering/SeparableSSSCS.hlsl:7 P+V+VR
t4 Texture2D<float4> Normals01Tex Water.hlsl:343 P+V+VR
t4 Texture2D<float> PrevConservativeDepthTexture ExponentialHeightFog/VolumetricFogLightScatteringCS.hlsl:7 P+V+VR
t4 Texture2D<float4> TexDetailSampler Lighting.hlsl:500 P+V+VR
t4 TextureCube<float4> TexEnvSampler Lighting.hlsl:508 P+V+VR
t4 Texture2D<float4> TexGrayscaleSampler Effect.hlsl:422 P+V+VR
t4 Texture2D<float4> TexLandColor5Sampler Lighting.hlsl:456 P+V+VR
t4 Texture2D<float4> TexParallaxSampler Lighting.hlsl:513 P+V+VR
t4 Texture2D<float4> TexSubsurfaceSampler RunGrass.hlsl:406 P+V+VR
t4 Texture2D<float4> TintMask4Tex ISAlphaBlend.hlsl:32 P+V+VR
t4 Texture2D<float4> maskTex ISTemporalAA.hlsl:21 P+V+VR
t4 Texture2D<float4> snowSpecAlphaTex ISSAOComposite.hlsl:26 P+V+VR
t4 Texture2D<half4> srcGiSpecular ScreenSpaceGI/upsample.cs.hlsl:10 P+V+VR
t4 Texture2D<float2> srcIlCoCg ScreenSpaceGI/blur.cs.hlsl:16 P+V+VR
t4 Texture2D<float4> srcMotionVec ScreenSpaceGI/radianceDisocc.cs.hlsl:12 P+V+VR
t4 Texture2D<float4> waterMaskTex ISWaterBlend.hlsl:25 P+V+VR
t5 Texture2D<float4> DirDiffuseTex ISLightingComposite.hlsl:25 P+V+VR
t5 Texture2D<float4> MotionVectorsTex ISApplyVolumetricLighting.hlsl:26 P+V+VR
t5 Texture2D<float4> Normals02Tex Water.hlsl:344 P+V+VR
t5 Texture2D<float3> ReflectanceTexture DeferredCompositeCS.hlsl:36 P+V+VR
t5 Texture2D<float4> TexEnvMaskSampler Lighting.hlsl:509 P+V+VR
t5 Texture2D<float4> TexLandColor6Sampler Lighting.hlsl:457 P+V+VR
t5 Texture2D<float4> TexRMAOSSampler Lighting.hlsl:516 P+V+VR
t5 Texture2D<uint4> TexStencilSampler Utility.hlsl:310 P+V+VR
t5 Texture2D<float4> TintMask5Tex ISAlphaBlend.hlsl:33 P+V+VR
t5 Texture2D<float4> alphaTex ISTemporalAA.hlsl:22 P+V+VR
t5 Texture2D<float4> shadowMaskTex ISSAOComposite.hlsl:27 P+V+VR
t5 Texture2D<float4> srcPrevY ScreenSpaceGI/gi.cs.hlsl:42 P+V+VR
t50 Texture3D<sh2> SkylightingProbeArray Skylighting/Skylighting.hlsli:14 P+V+VR
t55 Texture2D<float4> TerrainBlendingMaskTexture TerrainBlending/TerrainBlending.hlsli:5 P+V+VR
t6 Texture2D<float4> DirSpecularTex ISLightingComposite.hlsl:26 P+V+VR
t6 TextureCube<float3> EnvTexture DeferredCompositeCS.hlsl:37 P+V+VR
t6 Texture2D<float4> Normals03Tex Water.hlsl:345 P+V+VR
t6 Texture2D<float4> PreviousDepthTex ISApplyVolumetricLighting.hlsl:27 P+V+VR
t6 Texture2D<float4> SSRSourceTex ISSAOComposite.hlsl:28 P+V+VR
t6 Texture2D<float4> TexGlowSampler Lighting.hlsl:519 P+V+VR
t6 Texture2D<float4> TintMask6Tex ISAlphaBlend.hlsl:34 P+V+VR
t6 Texture2D<half> srcPrevAo ScreenSpaceGI/radianceDisocc.cs.hlsl:14 P+V+VR
t6 Texture2D<float2> srcPrevCoCg ScreenSpaceGI/gi.cs.hlsl:43 P+V+VR
t60 Texture2D<float2> ShadowHeightTexture TerrainShadows/TerrainShadows.hlsli:3 P+V+VR
t65 Texture2D<float4> WaterCaustics WaterEffects/WaterCaustics.hlsli:1 P+V+VR
t7 Texture2D<float4> DepthTex Water.hlsl:346 P+V+VR
t7 TextureCube<float3> EnvReflectionsTexture DeferredCompositeCS.hlsl:38 P+V+VR
t7 Texture2D<float4> ShadowMaskTex ISLightingComposite.hlsl:27 P+V+VR
t7 Texture2D<float4> TexGrayscaleSampler Utility.hlsl:312 P+V+VR
t7 Texture2D<float4> TintMask7Tex ISAlphaBlend.hlsl:35 P+V+VR
t7 Texture2D<float4> srcPrevGISpecular ScreenSpaceGI/gi.cs.hlsl:44 P+V+VR
t7 Texture2D<half4> srcPrevIlY ScreenSpaceGI/radianceDisocc.cs.hlsl:15 P+V+VR
t70 Texture2D<float4> TexPrecipOcclusion WetnessEffects/WetnessEffects.hlsli:6 P+V+VR
t71 Texture2D<float4> TexSkinExtraSampler Lighting.hlsl:552 P+V+VR
t72 Texture2D<float4> TexSkinDetailNormal Skin/Skin.hlsli:27 P+V+VR
t73 Texture2D<float> TexTangentShift Hair/Hair.hlsli:11 P+V+VR
t74 Texture2D<float4> TexSkinWetnessSampler Lighting.hlsl:553 P+V+VR
t75 Texture2D<float4> TexSkinWetnessNormalSampler Lighting.hlsl:554 P+V+VR
t76 Texture2D<sh2> EnvIBLTexture IBL/IBL.hlsli:16 P+V+VR
t77 Texture2D<sh2> SkyIBLTexture IBL/IBL.hlsli:17 P+V+VR
t78 TextureCube<float4> StaticDiffuseIBLTexture IBL/IBL.hlsli:18 P+V+VR
t79 TextureCube<float4> StaticSpecularIBLTexture IBL/IBL.hlsli:19 P+V+VR
t8 Texture2D<float4> FlowMapTex Water.hlsl:347 P+V+VR
t8 Texture2D<float4> TexLandNormal2Sampler Lighting.hlsl:459 P+V+VR
t8 Texture2D<float4> TexLayerSampler Lighting.hlsl:522 P+V+VR
t8 Texture2D<float4> TexProjNormalSampler Lighting.hlsl:524 P+V+VR
t8 Texture2D<float4> TintMask8Tex ISAlphaBlend.hlsl:36 P+V+VR
t8 Texture2D<float2> srcNormal ScreenSpaceGI/gi.cs.hlsl:45 P+V+VR
t8 Texture2D<half2> srcPrevIlCoCg ScreenSpaceGI/radianceDisocc.cs.hlsl:16 P+V+VR
t80 Texture2D<float4> TexLandDisplacement0Sampler Lighting.hlsl:474 P+V+VR
t81 Texture2D<float4> TexLandDisplacement1Sampler Lighting.hlsl:475 P+V+VR
t82 Texture2D<float4> TexLandDisplacement2Sampler Lighting.hlsl:476 P+V+VR
t83 Texture2D<float4> TexLandDisplacement3Sampler Lighting.hlsl:477 P+V+VR
t84 Texture2D<float4> TexLandDisplacement4Sampler Lighting.hlsl:478 P+V+VR
t85 Texture2D<float4> TexLandDisplacement5Sampler Lighting.hlsl:479 P+V+VR
t87 Texture2D<float4> TexLandRMAOS2Sampler Lighting.hlsl:482 P+V+VR
t88 Texture2D<float4> TexLandRMAOS3Sampler Lighting.hlsl:483 P+V+VR
t89 Texture2D<float4> TexLandRMAOS4Sampler Lighting.hlsl:484 P+V+VR
t9 Texture2D<float4> FlowMapNormalsTex Water.hlsl:348 P+V+VR
t9 Texture2D<float4> TexBackLightSampler Lighting.hlsl:527 P+V+VR
t9 Texture2D<float4> TexLandNormal3Sampler Lighting.hlsl:460 P+V+VR
t9 Texture2D<float4> TintMask9Tex ISAlphaBlend.hlsl:37 P+V+VR
t9 Texture2D<half4> srcPrevGISpecular ScreenSpaceGI/radianceDisocc.cs.hlsl:17 P+V+VR
t90 Texture2D<float4> TexLandRMAOS5Sampler Lighting.hlsl:485 P+V+VR
t91 Texture2D<float4> TexLandRMAOS6Sampler Lighting.hlsl:486 P+V+VR
t92 Texture2D<float4> TexLandTHDisp0Sampler Lighting.hlsl:465 P+V+VR
t93 Texture2D<float4> TexLandTHDisp1Sampler Lighting.hlsl:466 P+V+VR
t94 Texture2D<float4> TexLandTHDisp2Sampler Lighting.hlsl:467 P+V+VR
t95 Texture2D<float4> TexLandTHDisp3Sampler Lighting.hlsl:468 P+V+VR
t96 Texture2D<float4> TexLandTHDisp4Sampler Lighting.hlsl:469 P+V+VR
t97 Texture2D<float4> TexLandTHDisp5Sampler Lighting.hlsl:470 P+V+VR
t98 StructuredBuffer<DirectionalShadowLightData> DirectionalShadowLights Common/ShadowSampling.hlsli:41 P+V+VR Unmatched
t98 StructuredBuffer<DirectionalShadowLightData> DirectionalShadowLights ExponentialHeightFog/VolumetricFogLightScatteringCS.hlsl:34 P+V+VR Unmatched
u0 RWTexture2D<float> BlendedDepthTexture TerrainBlending/DepthBlend.hlsl:1 P+V+VR
u0 RWTexture2D<float4> Collision GrassCollision/CollisionUpdateCS.hlsl:30 P+V+VR
u0 RWTexture2D<float4> ColorInOut Upscaling/ClearHMDMaskCS.hlsl:17 P+V+VR
u0 RWTexture2D<float> ConservativeDepthTexture ExponentialHeightFog/VolumetricFogConservativeDepthCS.hlsl:3 P+V+VR
u0 RWTexture3D<float> DensityRW ISVolumetricLightingGenerateCS.hlsl:16 P+V+VR
u0 RWTexture3D<float> DensityRW ISVolumetricLightingRaymarchCS.hlsl:2 P+V+VR
u0 RWTexture2D<float4> Dest Upscaling/RCAS/RCAS.hlsl:33 P+V+VR
u0 RWTexture2D<float4> DstTex Upscaling/FoveatedRender/SubrectBlendCS.hlsl:21 P+V+VR
u0 RWTexture2D<float4> DstTex Upscaling/FoveatedRender/SubrectStretchCS.hlsl:26 P+V+VR
u0 RWTexture2D<float4> HDROutput HDRDisplay/HDROutputCS.hlsl:11 P+V+VR
u0 RWTexture2D<sh2> IBLTexture IBL/DiffuseIBLCS.hlsl:7 P+V+VR
u0 RWTexture3D<float4> IntegratedLightScattering ExponentialHeightFog/VolumetricFogIntegrationCS.hlsl:2 P+V+VR
u0 RWTexture3D<float4> LightScattering ExponentialHeightFog/VolumetricFogLightScatteringCS.hlsl:8 P+V+VR
u0 RWTexture2D<float4> MainRW DeferredCompositeCS.hlsl:18 P+V+VR
u0 RWTexture2D<uint> ModeTextureRW VRStereoOptimizations/StencilCS.hlsl:17 P+V+VR
u0 RWTexture2D<float> OutVLTexture ISVolumetricLightingBlurHCS.hlsl:5 P+V+VR
u0 RWTexture2D<float> OutVLTexture ISVolumetricLightingBlurVCS.hlsl:5 P+V+VR
u0 RWTexture2D<float4> OutputRW SubsurfaceScattering/DiffuseExtractionCS.hlsl:1 P+V+VR
u0 RWTexture2D<float4> OutputRW VR/StereoBlendCS.hlsl:20 P+V+VR
u0 RWTexture2D<float4> OutputRW VR/VRPostProcessCS.hlsl:17 P+V+VR
u0 RWTexture2D<float4> OutputTex Upscaling/FoveatedRender/PeripheryTemporalSmoothCS.hlsl:19 P+V+VR
u0 RWTexture2D<float2> OutputTexture VolumetricShadows/BlurShadowCS.hlsl:6 P+V+VR
u0 RWTexture2D<float2> OutputTexture VolumetricShadows/DownsampleShadowCS.hlsl:3 P+V+VR
u0 RWTexture2D<float2> RWTexShadowHeights TerrainShadows/ShadowUpdate.cs.hlsl:2 P+V+VR
u0 RWTexture2D<float> ReactiveMask Upscaling/EncodeTexturesCS.hlsl:15 P+V+VR
u0 RWTexture2D<float4> SSSRW SubsurfaceScattering/SeparableSSSCS.hlsl:1 P+V+VR
u0 RWTexture2D<float4> UITex HDRDisplay/UIBrightnessCS.hlsl:7 P+V+VR
u0 RWTexture3D<float4> VBufferA ExponentialHeightFog/VolumetricFogMaterialCS.hlsl:3 P+V+VR
u0 RWStructuredBuffer<ClusterAABB> clusters LightLimitFix/ClusterBuildingCS.hlsl:27 P+V+VR Unmatched
u0 RWStructuredBuffer<uint> lightIndexCounter LightLimitFix/ClusterCullingCS.hlsl:17 P+V+VR
u0 RWTexture2D<float> outAo ScreenSpaceGI/stereoSync.cs.hlsl:20 P+V+VR
u0 RWTexture2D<half> outAo ScreenSpaceGI/upsample.cs.hlsl:12 P+V+VR
u0 RWTexture2D<float> outDepth0 ScreenSpaceGI/prefilterDepths.cs.hlsl:20 P+V+VR
u0 RWTexture3D<sh2> outProbeArray Skylighting/UpdateProbesCS.hlsl:6 P+V+VR
u0 RWTexture2D<float3> outRadiance0 ScreenSpaceGI/prefilterRadiance.cs.hlsl:20 P+V+VR
u0 RWTexture2D<float3> outRadianceDisocc ScreenSpaceGI/radianceDisocc.cs.hlsl:19 P+V+VR
u0 RWTexture2D<float4> tex_noise Common/Glints/noisegen.cs.hlsl:1 P+V+VR
u1 RWTexture2D<float2> MotionRW VR/StereoBlendCS.hlsl:23 P+V+VR
u1 RWTexture2D<float4> NormalTAAMaskSpecularMaskRW DeferredCompositeCS.hlsl:19 P+V+VR
u1 RWTexture2D<float> TransparencyCompositionMask Upscaling/EncodeTexturesCS.hlsl:16 P+V+VR
u1 RWStructuredBuffer<uint> lightIndexList LightLimitFix/ClusterCullingCS.hlsl:18 P+V+VR
u1 RWTexture3D<uint> outAccumFramesArray Skylighting/UpdateProbesCS.hlsl:7 P+V+VR
u1 RWTexture2D<float> outDepth1 ScreenSpaceGI/prefilterDepths.cs.hlsl:21 P+V+VR
u1 RWTexture2D<float4> outIlY ScreenSpaceGI/blur.cs.hlsl:19 P+V+VR
u1 RWTexture2D<float4> outIlY ScreenSpaceGI/stereoSync.cs.hlsl:21 P+V+VR
u1 RWTexture2D<half4> outIlY ScreenSpaceGI/upsample.cs.hlsl:13 P+V+VR
u1 RWTexture2D<float3> outRadiance1 ScreenSpaceGI/prefilterRadiance.cs.hlsl:21 P+V+VR
u1 RWTexture2D<float4> outY ScreenSpaceGI/gi.cs.hlsl:48 P+V+VR
u2 RWTexture2D<float> MainDepthCopy TerrainBlending/DepthBlend.hlsl:3 P+V+VR
u2 RWTexture2D<float2> MotionVectorOutput Upscaling/EncodeTexturesCS.hlsl:17 P+V+VR
u2 RWTexture2D<float2> MotionVectorsRW DeferredCompositeCS.hlsl:20 P+V+VR
u2 RWStructuredBuffer<LightGrid> lightGrid LightLimitFix/ClusterCullingCS.hlsl:19 P+V+VR Unmatched
u2 RWTexture2D<float2> outCoCg ScreenSpaceGI/gi.cs.hlsl:49 P+V+VR
u2 RWTexture2D<float> outDepth2 ScreenSpaceGI/prefilterDepths.cs.hlsl:22 P+V+VR
u2 RWTexture2D<float2> outIlCoCg ScreenSpaceGI/blur.cs.hlsl:20 P+V+VR
u2 RWTexture2D<float2> outIlCoCg ScreenSpaceGI/stereoSync.cs.hlsl:22 P+V+VR
u2 RWTexture2D<half2> outIlCoCg ScreenSpaceGI/upsample.cs.hlsl:14 P+V+VR
u2 RWTexture2D<float3> outRadiance2 ScreenSpaceGI/prefilterRadiance.cs.hlsl:22 P+V+VR
u2 RWTexture2D<float> outRemappedAo ScreenSpaceGI/radianceDisocc.cs.hlsl:21 P+V+VR
u3 RWTexture2D<float> DepthOutput Upscaling/EncodeTexturesCS.hlsl:19 P+V+VR
u3 RWTexture2D<float> outDepth3 ScreenSpaceGI/prefilterDepths.cs.hlsl:23 P+V+VR
u3 RWTexture2D<float4> outGISpecular ScreenSpaceGI/gi.cs.hlsl:50 P+V+VR
u3 RWTexture2D<half4> outGiSpecular ScreenSpaceGI/upsample.cs.hlsl:15 P+V+VR
u3 RWTexture2D<float3> outRadiance3 ScreenSpaceGI/prefilterRadiance.cs.hlsl:23 P+V+VR
u3 RWTexture2D<float4> outRemappedIlY ScreenSpaceGI/radianceDisocc.cs.hlsl:22 P+V+VR
u4 RWTexture2D<float> outDepth4 ScreenSpaceGI/prefilterDepths.cs.hlsl:24 P+V+VR
u4 RWTexture2D<half3> outPrevGeo ScreenSpaceGI/gi.cs.hlsl:51 P+V+VR
u4 RWTexture2D<float3> outRadiance4 ScreenSpaceGI/prefilterRadiance.cs.hlsl:24 P+V+VR
u4 RWTexture2D<float2> outRemappedIlCoCg ScreenSpaceGI/radianceDisocc.cs.hlsl:23 P+V+VR
u5 RWTexture2D<float4> outRemappedPrevGISpecular ScreenSpaceGI/radianceDisocc.cs.hlsl:24 P+V+VR
u7 RWTexture2D<float> PomOffsetTex Lighting.hlsl:363 P+V+VR

Struct Comparison Results


HLSL PerGeometry (BloodSplatter.hlsl)

HLSL File: BloodSplatter.hlsl:63

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerTechnique (DistantTree.hlsl)

HLSL File: DistantTree.hlsl:142

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL PerGeometry (DistantTree.hlsl)

HLSL File: DistantTree.hlsl:53

No matching C++ struct found

Summary:

  • Total HLSL Fields: 4
  • Status: Unmatched

HLSL AlphaTestRefCB (DistantTree.hlsl)

HLSL File: DistantTree.hlsl:129

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerFrame (DistantTree.hlsl)

HLSL File: DistantTree.hlsl:135

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL VS_PerFrame (Effect.hlsl)

HLSL File: Effect.hlsl:98

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL PerTechnique (Effect.hlsl)

HLSL File: Effect.hlsl:461

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL PerMaterial (Effect.hlsl)

HLSL File: Effect.hlsl:468

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL PerGeometry (Effect.hlsl)

HLSL File: Effect.hlsl:475

No matching C++ struct found

Summary:

  • Total HLSL Fields: 22
  • Status: Unmatched

HLSL IndexedTexcoordBuffer (Effect.hlsl)

HLSL File: Effect.hlsl:154

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL AlphaTestRefCB (Effect.hlsl)

HLSL File: Effect.hlsl:455

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (ISAlphaBlend.hlsl)

HLSL File: ISAlphaBlend.hlsl:45

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (ISApplyReflections.hlsl)

HLSL File: ISApplyReflections.hlsl:20

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (ISApplyVolumetricLighting.hlsl)

HLSL File: ISApplyVolumetricLighting.hlsl:29

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (ISBlur.hlsl)

HLSL File: ISBlur.hlsl:19

No matching C++ struct found

Summary:

  • Total HLSL Fields: 4
  • Status: Unmatched

HLSL PerGeometry (ISCompositeLensFlareVolumetricLighting.hlsl)

HLSL File: ISCompositeLensFlareVolumetricLighting.hlsl:20

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (ISCopy.hlsl)

HLSL File: ISCopy.hlsl:20

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL PerGeometry (ISDepthOfField.hlsl)

HLSL File: ISDepthOfField.hlsl:25

No matching C++ struct found

Summary:

  • Total HLSL Fields: 8
  • Status: Unmatched

HLSL PerGeometry (ISDoubleVision.hlsl)

HLSL File: ISDoubleVision.hlsl:18

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL PerGeometry (ISDownsample.hlsl)

HLSL File: ISDownsample.hlsl:21

No matching C++ struct found

Summary:

  • Total HLSL Fields: 4
  • Status: Unmatched

HLSL PerGeometry (ISExp.hlsl)

HLSL File: ISExp.hlsl:15

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (ISFullScreenVR.hlsl)

HLSL File: ISFullScreenVR.hlsl:15

No matching C++ struct found

Summary:

  • Total HLSL Fields: 4
  • Status: Unmatched

HLSL PerGeometry (ISHDR.hlsl)

HLSL File: ISHDR.hlsl:31

No matching C++ struct found

Summary:

  • Total HLSL Fields: 8
  • Status: Unmatched

HLSL PerGeometry (ISIBLensFlare.hlsl)

HLSL File: ISIBLensFlare.hlsl:20

No matching C++ struct found

Summary:

  • Total HLSL Fields: 14
  • Status: Unmatched

HLSL PerGeometry (ISLightingComposite.hlsl)

HLSL File: ISLightingComposite.hlsl:29

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL PerGeometry (ISLocalMap.hlsl)

HLSL File: ISLocalMap.hlsl:16

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (ISMap.hlsl)

HLSL File: ISMap.hlsl:15

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (ISNoise.hlsl)

HLSL File: ISNoise.hlsl:43

No matching C++ struct found

Summary:

  • Total HLSL Fields: 6
  • Status: Unmatched

HLSL PerGeometry (ISRadialBlur.hlsl)

HLSL File: ISRadialBlur.hlsl:16

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL PerGeometry (ISReflectionsRayTracing.hlsl)

HLSL File: ISReflectionsRayTracing.hlsl:25

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL PerGeometry (ISRefraction.hlsl)

HLSL File: ISRefraction.hlsl:20

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (ISSAOBlur.hlsl)

HLSL File: ISSAOBlur.hlsl:16

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (ISSAOCameraZ.hlsl)

HLSL File: ISSAOCameraZ.hlsl:16

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL PerGeometry (ISSAOComposite.hlsl)

HLSL File: ISSAOComposite.hlsl:30

No matching C++ struct found

Summary:

  • Total HLSL Fields: 11
  • Status: Unmatched

HLSL PerGeometry (ISSAOMinify.hlsl)

HLSL File: ISSAOMinify.hlsl:16

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL PerGeometry (ISSimpleColor.hlsl)

HLSL File: ISSimpleColor.hlsl:21

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (ISSnowSSS.hlsl)

HLSL File: ISSnowSSS.hlsl:21

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL PerGeometry (ISTemporalAA.hlsl)

HLSL File: ISTemporalAA.hlsl:31

No matching C++ struct found

Summary:

  • Total HLSL Fields: 6
  • Status: Unmatched

HLSL PerGeometry (ISUpsampleDynamicResolution.hlsl)

HLSL File: ISUpsampleDynamicResolution.hlsl:15

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (ISVolumetricLighting.hlsl)

HLSL File: ISVolumetricLighting.hlsl:17

No matching C++ struct found

Summary:

  • Total HLSL Fields: 5
  • Status: Unmatched

HLSL CBSize (ISVolumetricLightingBlurHCS.hlsl)

HLSL File: ISVolumetricLightingBlurHCS.hlsl:15

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL VLData (ISVolumetricLightingBlurHCS.hlsl)

HLSL File: ISVolumetricLightingBlurHCS.hlsl:21

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL CBSize (ISVolumetricLightingBlurVCS.hlsl)

HLSL File: ISVolumetricLightingBlurVCS.hlsl:15

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL VLData (ISVolumetricLightingBlurVCS.hlsl)

HLSL File: ISVolumetricLightingBlurVCS.hlsl:21

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL PerTechnique (ISVolumetricLightingGenerateCS.hlsl)

HLSL File: ISVolumetricLightingGenerateCS.hlsl:25

No matching C++ struct found

Summary:

  • Total HLSL Fields: 28
  • Status: Unmatched

HLSL PerTechnique (ISVolumetricLightingRaymarchCS.hlsl)

HLSL File: ISVolumetricLightingRaymarchCS.hlsl:4

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL PerGeometry (ISWaterBlend.hlsl)

HLSL File: ISWaterBlend.hlsl:27

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (ISWaterDisplacement.hlsl)

HLSL File: ISWaterDisplacement.hlsl:71

No matching C++ struct found

Summary:

  • Total HLSL Fields: 6
  • Status: Unmatched

HLSL PerGeometry (ISWaterFlow.hlsl)

HLSL File: ISWaterFlow.hlsl:15

No matching C++ struct found

Summary:

  • Total HLSL Fields: 9
  • Status: Unmatched

HLSL PerGeometry (ISWorldMap.hlsl)

HLSL File: ISWorldMap.hlsl:18

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL PerTechnique (Lighting.hlsl)

HLSL File: Lighting.hlsl:557

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL PerMaterial (Lighting.hlsl)

HLSL File: Lighting.hlsl:564

No matching C++ struct found

Summary:

  • Total HLSL Fields: 24
  • Status: Unmatched

HLSL PerGeometry (Lighting.hlsl)

HLSL File: Lighting.hlsl:611

No matching C++ struct found

Summary:

  • Total HLSL Fields: 31
  • Status: Unmatched

HLSL VS_PerFrame (Lighting.hlsl)

HLSL File: Lighting.hlsl:149

No matching C++ struct found

Summary:

  • Total HLSL Fields: 4
  • Status: Unmatched

HLSL AlphaTestRefBuffer (Lighting.hlsl)

HLSL File: Lighting.hlsl:653

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerTechnique (Particle.hlsl)

HLSL File: Particle.hlsl:40

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerGeometry (Particle.hlsl)

HLSL File: Particle.hlsl:236

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL cb7 (RunGrass.hlsl)

HLSL File: RunGrass.hlsl:135

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL cb8 (RunGrass.hlsl)

HLSL File: RunGrass.hlsl:140

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerFrame (RunGrass.hlsl)

HLSL File: RunGrass.hlsl:395

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL AlphaTestRefCB (RunGrass.hlsl)

HLSL File: RunGrass.hlsl:412

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerMaterial (RunGrass.hlsl)

HLSL File: RunGrass.hlsl:459

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL PerGeometry (Sky.hlsl)

HLSL File: Sky.hlsl:177

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL AlphaTestRefCB (Sky.hlsl)

HLSL File: Sky.hlsl:183

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerTechnique (Utility.hlsl)

HLSL File: Utility.hlsl:314

No matching C++ struct found

Summary:

  • Total HLSL Fields: 5
  • Status: Unmatched

HLSL PerMaterial (Utility.hlsl)

HLSL File: Utility.hlsl:323

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL PerGeometry (Utility.hlsl)

HLSL File: Utility.hlsl:100

No matching C++ struct found

Summary:

  • Total HLSL Fields: 8
  • Status: Unmatched

HLSL AlphaTestRefCB (Utility.hlsl)

HLSL File: Utility.hlsl:361

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerTechnique (Water.hlsl)

HLSL File: Water.hlsl:352

No matching C++ struct found

Summary:

  • Total HLSL Fields: 8
  • Status: Unmatched

HLSL PerMaterial (Water.hlsl)

HLSL File: Water.hlsl:369

No matching C++ struct found

Summary:

  • Total HLSL Fields: 14
  • Status: Unmatched

HLSL PerGeometry (Water.hlsl)

HLSL File: Water.hlsl:387

No matching C++ struct found

Summary:

  • Total HLSL Fields: 8
  • Status: Unmatched

HLSL LLPerGeometry (Color.hlsli)

HLSL File: Common/Color.hlsli:10

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerFrame (FrameBuffer.hlsli)

HLSL File: Common/FrameBuffer.hlsli:7

No matching C++ struct found

Summary:

  • Total HLSL Fields: 28
  • Status: Unmatched

HLSL PerShader (Permutation.hlsli)

HLSL File: Common/Permutation.hlsli:91

No matching C++ struct found

Summary:

  • Total HLSL Fields: 5
  • Status: Unmatched

HLSL SharedData (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:12

No matching C++ struct found

Summary:

  • Total HLSL Fields: 27
  • Status: Unmatched

Composite Buffer: FeatureData

HLSL GrassLightingSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:44

No matching C++ struct found

Summary:

  • Total HLSL Fields: 6
  • Status: Unmatched

HLSL CPMSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:56

No matching C++ struct found

Summary:

  • Total HLSL Fields: 7
  • Status: Unmatched

HLSL CubemapCreatorSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:68

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL TerraOccSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:76

No matching C++ struct found

Summary:

  • Total HLSL Fields: 4
  • Status: Unmatched

HLSL LightLimitFixSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:84

No matching C++ struct found

Summary:

  • Total HLSL Fields: 12
  • Status: Unmatched

HLSL WetnessEffectsSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:103

No matching C++ struct found

Summary:

  • Total HLSL Fields: 32
  • Status: Unmatched

HLSL SkylightingSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:148

No matching C++ struct found

Summary:

  • Total HLSL Fields: 7
  • Status: Unmatched

HLSL CloudShadowsSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:162

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL LODBlendingSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:168

No matching C++ struct found

Summary:

  • Total HLSL Fields: 7
  • Status: Unmatched

HLSL HairSpecularSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:180

No matching C++ struct found

Summary:

  • Total HLSL Fields: 17
  • Status: Unmatched

HLSL TerrainVariationSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:202

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL IBLSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:209

No matching C++ struct found

Summary:

  • Total HLSL Fields: 11
  • Status: Unmatched

HLSL ExtendedTranslucencySettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:225

No matching C++ struct found

Summary:

  • Total HLSL Fields: 4
  • Status: Unmatched

HLSL LinearLightingSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:233

No matching C++ struct found

Summary:

  • Total HLSL Fields: 27
  • Status: Unmatched

HLSL TerrainBlendingSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:265

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL ExponentialHeightFogSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:271

No matching C++ struct found

Summary:

  • Total HLSL Fields: 34
  • Status: Unmatched

HLSL TruePBRSettings (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:310

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL SkinData (SharedData.hlsli)

HLSL File: Common/SharedData.hlsli:316

No matching C++ struct found

Summary:

  • Total HLSL Fields: 7
  • Status: Unmatched

HLSL PreviousBonesBuffer (Skinned.hlsli)

HLSL File: Common/Skinned.hlsli:4

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL BonesBuffer (Skinned.hlsli)

HLSL File: Common/Skinned.hlsli:9

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL VRValues (VR.hlsli)

HLSL File: Common/VR.hlsli:17

No matching C++ struct found

Summary:

  • Total HLSL Fields: 4
  • Status: Unmatched

HLSL BC6HEncodeCB (BC6HEncodeCS.hlsl)

HLSL File: DynamicCubemaps/BC6HEncodeCS.hlsl:49

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL SpecularMapFilterSettings (SpecularIrradianceCS.hlsl)

HLSL File: DynamicCubemaps/SpecularIrradianceCS.hlsl:15

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL UpdateData (UpdateCubemapCS.hlsl)

HLSL File: DynamicCubemaps/UpdateCubemapCS.hlsl:53

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL VolumetricFogCB (VolumetricFogCSCommon.hlsli)

HLSL File: ExponentialHeightFog/VolumetricFogCSCommon.hlsli:7

No matching C++ struct found

Summary:

  • Total HLSL Fields: 7
  • Status: Unmatched

HLSL PerFrameCB (CollisionUpdateCS.hlsl)

HLSL File: GrassCollision/CollisionUpdateCS.hlsl:5

No matching C++ struct found

Summary:

  • Total HLSL Fields: 6
  • Status: Unmatched

HLSL GrassCollisionPerFrame (GrassCollision.hlsli)

HLSL File: GrassCollision/GrassCollision.hlsli:5

No matching C++ struct found

Summary:

  • Total HLSL Fields: 6
  • Status: Unmatched

HLSL PerFrame (HDROutputCS.hlsl)

HLSL File: HDRDisplay/HDROutputCS.hlsl:13

No matching C++ struct found

Summary:

  • Total HLSL Fields: 8
  • Status: Unmatched

HLSL PerFrame (UIBrightnessCS.hlsl)

HLSL File: HDRDisplay/UIBrightnessCS.hlsl:9

No matching C++ struct found

Summary:

  • Total HLSL Fields: 8
  • Status: Unmatched

HLSL PerFrame (ClusterBuildingCS.hlsl)

HLSL File: LightLimitFix/ClusterBuildingCS.hlsl:5

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL PerFrame (ClusterCullingCS.hlsl)

HLSL File: LightLimitFix/ClusterCullingCS.hlsl:4

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL WindowBuffer (BackgroundBlurComposite.hlsl)

HLSL File: Menu/BackgroundBlurComposite.hlsl:4

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL BlurBuffer (BackgroundBlurHorizontal.hlsl)

HLSL File: Menu/BackgroundBlurHorizontal.hlsl:4

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL BlurBuffer (BackgroundBlurVertical.hlsl)

HLSL File: Menu/BackgroundBlurVertical.hlsl:4

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL SSGICB (common.hlsli)

HLSL File: ScreenSpaceGI/common.hlsli:26

No matching C++ struct found

Summary:

  • Total HLSL Fields: 27
  • Status: Unmatched

HLSL PerFrame (RaymarchCS.hlsl)

HLSL File: ScreenSpaceShadows/RaymarchCS.hlsl:16

No matching C++ struct found

Summary:

  • Total HLSL Fields: 9
  • Status: Unmatched

HLSL StereoSyncCB (StereoSyncCS.hlsl)

HLSL File: ScreenSpaceShadows/StereoSyncCS.hlsl:28

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL SkinPerGeometry (Skin.hlsli)

HLSL File: Skin/Skin.hlsli:21

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL PerFrameSSS (SSSCommon.hlsli)

HLSL File: SubsurfaceScattering/SSSCommon.hlsli:12

No matching C++ struct found

Summary:

  • Total HLSL Fields: 8
  • Status: Unmatched

HLSL ShadowUpdateCB (ShadowUpdate.cs.hlsl)

HLSL File: TerrainShadows/ShadowUpdate.cs.hlsl:4

No matching C++ struct found

Summary:

  • Total HLSL Fields: 6
  • Status: Unmatched

HLSL ClearHMDMaskCB (ClearHMDMaskCS.hlsl)

HLSL File: Upscaling/ClearHMDMaskCS.hlsl:8

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL JitterCB (DepthRefractionUpscalePS.hlsl)

HLSL File: Upscaling/DepthRefractionUpscalePS.hlsl:25

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL UpscalingData (EncodeTexturesCS.hlsl)

HLSL File: Upscaling/EncodeTexturesCS.hlsl:3

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL JitterCB (UnderwaterMaskUpscalePS.hlsl)

HLSL File: Upscaling/UnderwaterMaskUpscalePS.hlsl:22

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL TemporalSmoothCB (PeripheryTemporalSmoothCS.hlsl)

HLSL File: Upscaling/FoveatedRender/PeripheryTemporalSmoothCS.hlsl:7

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL BlendCB (SubrectBlendCS.hlsl)

HLSL File: Upscaling/FoveatedRender/SubrectBlendCS.hlsl:7

No matching C++ struct found

Summary:

  • Total HLSL Fields: 9
  • Status: Unmatched

HLSL StretchCB (SubrectStretchCS.hlsl)

HLSL File: Upscaling/FoveatedRender/SubrectStretchCS.hlsl:8

No matching C++ struct found

Summary:

  • Total HLSL Fields: 11
  • Status: Unmatched

HLSL RCASConfig (RCAS.hlsl)

HLSL File: Upscaling/RCAS/RCAS.hlsl:26

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL MatrixBuffer (InSceneOverlay.vs.hlsl)

HLSL File: VR/InSceneOverlay.vs.hlsl:4

No matching C++ struct found

Summary:

  • Total HLSL Fields: 1
  • Status: Unmatched

HLSL StereoBlendCB (StereoBlendCS.hlsl)

HLSL File: VR/StereoBlendCS.hlsl:46

No matching C++ struct found

Summary:

  • Total HLSL Fields: 9
  • Status: Unmatched

HLSL VRPostProcessCB (VRPostProcessCS.hlsl)

HLSL File: VR/VRPostProcessCS.hlsl:19

No matching C++ struct found

Summary:

  • Total HLSL Fields: 5
  • Status: Unmatched

HLSL VRStereoOptParams (cbuffers.hlsli)

HLSL File: VRStereoOptimizations/cbuffers.hlsli:7

No matching C++ struct found

Summary:

  • Total HLSL Fields: 12
  • Status: Unmatched

HLSL ISTAA_NeighborTap (ISTemporalAA.hlsl)

HLSL File: ISTemporalAA.hlsl:124

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL FlowmapData (Water.hlsl)

HLSL File: Water.hlsl:455

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL WaterNormalData (Water.hlsl)

HLSL File: Water.hlsl:678

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL DiffuseOutput (Water.hlsl)

HLSL File: Water.hlsl:937

No matching C++ struct found

Summary:

  • Total HLSL Fields: 5
  • Status: Unmatched

HLSL DirectContext (LightingCommon.hlsli)

HLSL File: Common/LightingCommon.hlsli:4

No matching C++ struct found

Summary:

  • Total HLSL Fields: 12
  • Status: Unmatched

HLSL IndirectContext (LightingCommon.hlsli)

HLSL File: Common/LightingCommon.hlsli:25

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL DirectLightingOutput (LightingCommon.hlsli)

HLSL File: Common/LightingCommon.hlsli:32

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL IndirectLobeWeights (LightingCommon.hlsli)

HLSL File: Common/LightingCommon.hlsli:42

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL MaterialProperties (LightingCommon.hlsli)

HLSL File: Common/LightingCommon.hlsli:59

No matching C++ struct found

Summary:

  • Total HLSL Fields: 29
  • Status: Unmatched

HLSL DirectionalShadowLightData (ShadowSampling.hlsli)

HLSL File: Common/ShadowSampling.hlsli:27

No matching C++ struct found

Summary:

  • Total HLSL Fields: 6
  • Status: Unmatched

HLSL DirectionalShadowLightData (VolumetricFogLightScatteringCS.hlsl)

HLSL File: ExponentialHeightFog/VolumetricFogLightScatteringCS.hlsl:26

No matching C++ struct found

Summary:

  • Total HLSL Fields: 4
  • Status: Unmatched

HLSL StereoBilateralResult (VR.hlsli)

HLSL File: Common/VR.hlsli:501

No matching C++ struct found

Summary:

  • Total HLSL Fields: 5
  • Status: Unmatched

HLSL GlintCachedVars (Glints2023.hlsli)

HLSL File: Common/Glints/Glints2023.hlsli:215

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL DisplacementParams (ExtendedMaterials.hlsli)

HLSL File: ExtendedMaterials/ExtendedMaterials.hlsli:12

No matching C++ struct found

Summary:

  • Total HLSL Fields: 4
  • Status: Unmatched

HLSL BoundingBoxPacked (CollisionUpdateCS.hlsl)

HLSL File: GrassCollision/CollisionUpdateCS.hlsl:17

No matching C++ struct found

Summary:

  • Total HLSL Fields: 4
  • Status: Unmatched

HLSL ClusterAABB (Common.hlsli)

HLSL File: LightLimitFix/Common.hlsli:26

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL Light (Common.hlsli)

HLSL File: LightLimitFix/Common.hlsli:39

No matching C++ struct found

Summary:

  • Total HLSL Fields: 10
  • Status: Unmatched

HLSL LightGrid (Common.hlsli)

HLSL File: LightLimitFix/Common.hlsli:32

No matching C++ struct found

Summary:

  • Total HLSL Fields: 2
  • Status: Unmatched

HLSL LLFDebugInfo (Common.hlsli)

HLSL File: LightLimitFix/Common.hlsli:63

No matching C++ struct found

Summary:

  • Total HLSL Fields: 9
  • Status: Unmatched

HLSL ShadowLightData (LightLimitFix.hlsli)

HLSL File: LightLimitFix/LightLimitFix.hlsli:147

No matching C++ struct found

Summary:

  • Total HLSL Fields: 3
  • Status: Unmatched

HLSL StochasticOffsets (TerrainVariation.hlsli)

HLSL File: TerrainVariation/TerrainVariation.hlsli:30

No matching C++ struct found

Summary:

  • Total HLSL Fields: 4
  • Status: Unmatched

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