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Alan Tse edited this page Jun 30, 2024 · 3 revisions
Register Feature Type Name File Register Type Buffer Type Number PSHADER VSHADER VR
b0 Dynamic Cubemaps cbuffer SpecularMapFilterSettings /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/SpecularIrradianceCS.hlsl:14 CBV b 0 True False False
b0 Dynamic Cubemaps cbuffer PerFrame /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/UpdateCubemapCS.hlsl:50 CBV b 0 True False False
b0 Grass Lighting cbuffer PerFrame /features/Grass Lighting/Shaders/RunGrass.hlsl:228 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 Skylighting cbuffer PerFrame /features/Skylighting/Shaders/Skylighting/SkylightingCS.hlsl:37 CBV b 0 True False False
b0 DistantTree cbuffer PerTechnique /package/Shaders/DistantTree.hlsl:136 CBV b 0 True False False
b0 DistantTree cbuffer PerTechnique /package/Shaders/DistantTree.hlsl:42 CBV b 0 False True False
b0 Effect cbuffer PerTechnique /package/Shaders/Effect.hlsl:115 CBV b 0 False True False
b0 Effect cbuffer PerTechnique /package/Shaders/Effect.hlsl:456 CBV b 0 True False False
b0 Lighting cbuffer PerTechnique /package/Shaders/Lighting.hlsl:106 CBV b 0 False True False
b0 Lighting cbuffer PerTechnique /package/Shaders/Lighting.hlsl:566 CBV b 0 True False False
b0 Particle cbuffer PerTechnique /package/Shaders/Particle.hlsl:27 CBV b 0 False True False
b0 CopyShadowData cbuffer PerFrame /package/Shaders/ShadowTest/CopyShadowData.hlsl:23 CBV b 0 True False False
b0 Utility cbuffer PerTechnique /package/Shaders/Utility.hlsl:307 CBV b 0 True False False
b0 Utility cbuffer PerTechnique /package/Shaders/Utility.hlsl:82 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 Screen Space GI cbuffer SSGICB /features/Screen Space GI/Shaders/ScreenSpaceGI/common.hlsli:51 CBV b 1 True False False
b1 Screen-Space Shadows cbuffer PerFrame /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl:10 CBV b 1 True False False
b1 Subsurface Scattering cbuffer PerFrameSSS /features/Subsurface Scattering/Shaders/SubsurfaceScattering/SeparableSSSCS.hlsl:9 CBV b 1 True False False
b1 Effect cbuffer PerMaterial /package/Shaders/Effect.hlsl:122 CBV b 1 False True False
b1 Effect cbuffer PerMaterial /package/Shaders/Effect.hlsl:463 CBV b 1 True False False
b1 Lighting cbuffer PerMaterial /package/Shaders/Lighting.hlsl:573 CBV b 1 True False False
b1 CopyShadowData cbuffer PerFrame2 /package/Shaders/ShadowTest/CopyShadowData.hlsl:37 CBV b 1 True False False
b1 Utility cbuffer PerMaterial /package/Shaders/Utility.hlsl:316 CBV b 1 True False False
b1 Utility cbuffer PerMaterial /package/Shaders/Utility.hlsl:93 CBV b 1 False True 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 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:47 CBV b 2 False True False
b2 Effect cbuffer PerGeometry /package/Shaders/Effect.hlsl:129 CBV b 2 False True False
b2 Effect cbuffer PerGeometry /package/Shaders/Effect.hlsl:470 CBV b 2 True False False
b2 Lighting cbuffer PerGeometry /package/Shaders/Lighting.hlsl:128 CBV b 2 False True False
b2 Lighting cbuffer PerGeometry /package/Shaders/Lighting.hlsl:593 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:30 CBV b 2 False True False
b2 CopyShadowData cbuffer PerFrame3 /package/Shaders/ShadowTest/CopyShadowData.hlsl:86 CBV b 2 True False False
b2 Sky cbuffer PerGeometry /package/Shaders/Sky.hlsl:140 CBV b 2 True False False
b2 Sky cbuffer PerGeometry /package/Shaders/Sky.hlsl:43 CBV b 2 False True False
b2 Utility cbuffer PerGeometry /package/Shaders/Utility.hlsl:322 CBV b 2 True False False
b2 Utility cbuffer PerGeometry /package/Shaders/Utility.hlsl:98 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:54 CBV b 3 True False False
b4 Permutation cbuffer PerShader /package/Shaders/Common/Permutation.hlsl:43 CBV b 4 True False False
b4 Effect cbuffer PerShader /package/Shaders/Effect.hlsl:43 CBV b 4 True False False
b4 Lighting cbuffer PerShader /package/Shaders/Lighting.hlsl:43 CBV b 4 True False False
b4 RunGrass cbuffer PerShader /package/Shaders/RunGrass.hlsl:43 CBV b 4 True False False
b4 Water cbuffer PerShader /package/Shaders/Water.hlsl:43 CBV b 4 True False False
b5 Grass Collision cbuffer GrassCollisionPerFrame /features/Grass Collision/Shaders/GrassCollision/GrassCollision.hlsli:6 CBV b 5 True False False
b5 SharedData cbuffer SharedData /package/Shaders/Common/SharedData.hlsli:9 CBV b 5 True False False
b5 DistantTree cbuffer SharedData /package/Shaders/DistantTree.hlsl:9 CBV b 5 True False False
b5 Effect cbuffer SharedData /package/Shaders/Effect.hlsl:9 CBV b 5 True False False
b5 Lighting cbuffer SharedData /package/Shaders/Lighting.hlsl:9 CBV b 5 True False False
b5 RunGrass cbuffer SharedData /package/Shaders/RunGrass.hlsl:9 CBV b 5 True False False
b5 Sky cbuffer SharedData /package/Shaders/Sky.hlsl:9 CBV b 5 True False False
b5 Water cbuffer SharedData /package/Shaders/Water.hlsl:9 CBV b 5 True False False
b6 SharedData cbuffer FeatureData /package/Shaders/Common/SharedData.hlsli:121 CBV b 6 True False False
b6 DistantTree cbuffer FeatureData /package/Shaders/DistantTree.hlsl:121 CBV b 6 True False False
b6 Effect cbuffer FeatureData /package/Shaders/Effect.hlsl:121 CBV b 6 True False False
b6 Lighting cbuffer FeatureData /package/Shaders/Lighting.hlsl:121 CBV b 6 True False False
b6 RunGrass cbuffer FeatureData /package/Shaders/RunGrass.hlsl:121 CBV b 6 True False False
b6 Sky cbuffer FeatureData /package/Shaders/Sky.hlsl:121 CBV b 6 True False False
b6 Water cbuffer FeatureData /package/Shaders/Water.hlsl:121 CBV b 6 True False False
b7 Grass Lighting cbuffer cb7 /features/Grass Lighting/Shaders/RunGrass.hlsl:103 CBV b 7 False True False
b7 RunGrass cbuffer cb7 /package/Shaders/RunGrass.hlsl:49 CBV b 7 False True False
b7 Water cbuffer PerWaterType /package/Shaders/Water.hlsl:26 CBV b 7 True False False
b8 Grass Lighting cbuffer cb8 /features/Grass Lighting/Shaders/RunGrass.hlsl:108 CBV b 8 False True False
b8 Skylighting cbuffer SkylightingData /features/Skylighting/Shaders/Skylighting/Skylighting.hlsli:4 CBV b 8 True False False
b8 RunGrass cbuffer cb8 /package/Shaders/RunGrass.hlsl:54 CBV b 8 False True False
b9 Skinned cbuffer PreviousBonesBuffer /package/Shaders/Common/Skinned.hlsli:1 CBV b 9 True False False
b10 Skinned cbuffer BonesBuffer /package/Shaders/Common/Skinned.hlsli:6 CBV b 10 True False False
b10 Effect cbuffer BonesBuffer /package/Shaders/Effect.hlsl:6 CBV b 10 True False False
b10 Lighting cbuffer BonesBuffer /package/Shaders/Lighting.hlsl:6 CBV b 10 True False False
b10 Utility cbuffer BonesBuffer /package/Shaders/Utility.hlsl:6 CBV b 10 True False False
b11 Grass Lighting cbuffer AlphaTestRefCB /features/Grass Lighting/Shaders/RunGrass.hlsl:236 CBV b 11 True False False
b11 AmbientCompositeCS cbuffer PerFrameDeferredShared /package/Shaders/AmbientCompositeCS.hlsl:1 CBV b 11 True False False
b11 DeferredShared cbuffer PerFrameDeferredShared /package/Shaders/Common/DeferredShared.hlsli:1 CBV b 11 True False False
b11 DeferredCompositeCS cbuffer PerFrameDeferredShared /package/Shaders/DeferredCompositeCS.hlsl:1 CBV b 11 True False False
b11 DistantTree cbuffer AlphaTestRefCB /package/Shaders/DistantTree.hlsl:123 CBV b 11 True False False
b11 Effect cbuffer IndexedTexcoordBuffer /package/Shaders/Effect.hlsl:148 CBV b 11 False True False
b11 Effect cbuffer AlphaTestRefCB /package/Shaders/Effect.hlsl:450 CBV b 11 True False False
b11 Lighting cbuffer AlphaTestRefBuffer /package/Shaders/Lighting.hlsl:635 CBV b 11 True False False
b11 RunGrass cbuffer AlphaTestRefCB /package/Shaders/RunGrass.hlsl:167 CBV b 11 True False False
b11 Sky cbuffer AlphaTestRefCB /package/Shaders/Sky.hlsl:145 CBV b 11 True False False
b11 Utility cbuffer AlphaTestRefCB /package/Shaders/Utility.hlsl:354 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:129 CBV b 12 True False False
b12 DistantTree cbuffer PerFrame /package/Shaders/DistantTree.hlsl:1 CBV b 12 True False False
b12 Effect cbuffer PerFrame /package/Shaders/Effect.hlsl:1 CBV b 12 True False False
b12 Effect cbuffer VS_PerFrame /package/Shaders/Effect.hlsl:92 CBV b 12 False True False
b12 Lighting cbuffer VS_PerFrame /package/Shaders/Lighting.hlsl:153 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:1 CBV b 12 True False False
b12 Sky cbuffer PerFrame /package/Shaders/Sky.hlsl:1 CBV b 12 True False False
b12 Utility cbuffer PerFrame /package/Shaders/Utility.hlsl:1 CBV b 12 True False False
b12 Water cbuffer PerFrame /package/Shaders/Water.hlsl:1 CBV b 12 True False False
b13 AmbientCompositeCS cbuffer VRValues /package/Shaders/AmbientCompositeCS.hlsl:4 CBV b 13 True False True
b13 VR cbuffer VRValues /package/Shaders/Common/VR.hlsli:4 CBV b 13 True False True
b13 DeferredCompositeCS cbuffer VRValues /package/Shaders/DeferredCompositeCS.hlsl:4 CBV b 13 True False True
b13 DistantTree cbuffer VRValues /package/Shaders/DistantTree.hlsl:4 CBV b 13 True False True
b13 Effect cbuffer VRValues /package/Shaders/Effect.hlsl:4 CBV b 13 True False True
b13 Lighting cbuffer VRValues /package/Shaders/Lighting.hlsl:4 CBV b 13 True False True
b13 RunGrass cbuffer VRValues /package/Shaders/RunGrass.hlsl:4 CBV b 13 True False True
b13 Sky cbuffer VRValues /package/Shaders/Sky.hlsl:4 CBV b 13 True False True
b13 Utility cbuffer VRValues /package/Shaders/Utility.hlsl:4 CBV b 13 True False True
b13 Water cbuffer VRValues /package/Shaders/Water.hlsl:4 CBV b 13 True False True
s0 Dynamic Cubemaps SamplerState LinearSampler /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/InferCubemapCS.hlsl:7 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:222 Sampler s 0 True False False
s0 Screen Space GI SamplerState samplerPointClamp /features/Screen Space GI/Shaders/ScreenSpaceGI/common.hlsli:94 Sampler s 0 True False False
s0 Screen-Space Shadows SamplerState PointBorderSampler /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl:8 Sampler s 0 True False False
s0 Skylighting SamplerState LinearSampler /features/Skylighting/Shaders/Skylighting/SkylightingCS.hlsl:44 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:118 Sampler s 0 True False False
s0 Effect SamplerState SampBaseSampler /package/Shaders/Effect.hlsl:406 Sampler s 0 True False False
s0 Lighting SamplerState SampColorSampler /package/Shaders/Lighting.hlsl:444 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:161 Sampler s 0 True False False
s0 Sky SamplerState SampBaseSampler /package/Shaders/Sky.hlsl:132 Sampler s 0 True False False
s0 Utility SamplerState SampBaseSampler /package/Shaders/Utility.hlsl:289 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:223 Sampler s 1 True False False
s1 Screen Space GI SamplerState samplerLinearClamp /features/Screen Space GI/Shaders/ScreenSpaceGI/common.hlsli:95 Sampler s 1 True False False
s1 Skylighting SamplerComparisonState ShadowSamplerPCF /features/Skylighting/Shaders/Skylighting/SkylightingCS.hlsl:45 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:407 Sampler s 1 True False False
s1 Lighting SamplerState SampTerrainParallaxSampler /package/Shaders/Lighting.hlsl:424 Sampler s 1 True False False
s1 RunGrass SamplerState SampShadowMaskSampler /package/Shaders/RunGrass.hlsl:162 Sampler s 1 True False False
s1 Sky SamplerState SampBlendSampler /package/Shaders/Sky.hlsl:133 Sampler s 1 True False False
s1 Utility SamplerState SampNormalSampler /package/Shaders/Utility.hlsl:290 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:408 Sampler s 2 True False False
s2 Sky SamplerState SampNoiseGradSampler /package/Shaders/Sky.hlsl:134 Sampler s 2 True False False
s2 Utility SamplerState SampDepthSampler /package/Shaders/Utility.hlsl:291 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:409 Sampler s 3 True False False
s3 Utility SamplerState SampShadowMapSampler /package/Shaders/Utility.hlsl:292 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:410 Sampler s 4 True False False
s4 Utility SamplerComparisonState SampShadowMapSamplerComp /package/Shaders/Utility.hlsl:293 Sampler s 4 True False False
s4 Water SamplerState Normals01Sampler /package/Shaders/Water.hlsl:261 Sampler s 4 True False False
s5 Utility SamplerState SampStencilSampler /package/Shaders/Utility.hlsl:294 Sampler s 5 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:465 Sampler s 6 True False False
s6 Utility SamplerComparisonState SampFocusShadowMapSamplerComp /package/Shaders/Utility.hlsl:295 Sampler s 6 True False False
s6 Water SamplerState Normals03Sampler /package/Shaders/Water.hlsl:263 Sampler s 6 True False False
s7 Utility SamplerState SampGrayscaleSampler /package/Shaders/Utility.hlsl:296 Sampler s 7 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:473 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:479 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:480 Sampler s 12 True False False
s14 Lighting SamplerState SampShadowMaskSampler /package/Shaders/Lighting.hlsl:495 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 Lighting Texture2D<float4> TexBaseSampler /features/Grass Lighting/Shaders/RunGrass.hlsl:225 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<unorm half> DepthTexture /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl:6 SRV t 0 True False False
t0 Skylighting Texture2D<unorm float> DepthTexture /features/Skylighting/Shaders/Skylighting/SkylightingCS.hlsl:6 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 AmbientCompositeCS Texture2D<unorm half3> AlbedoTexture /package/Shaders/AmbientCompositeCS.hlsl:6 SRV t 0 True False False
t0 BloodSplatter Texture2D<float4> TexBloodColor /package/Shaders/BloodSplatter.hlsl:58 SRV t 0 True False False
t0 DeferredCompositeCS Texture2D<half3> SpecularTexture /package/Shaders/DeferredCompositeCS.hlsl:8 SRV t 0 True False False
t0 DistantTree Texture2D<float4> TexDiffuse /package/Shaders/DistantTree.hlsl:120 SRV t 0 True False False
t0 Effect Texture2D<float4> TexBaseSampler /package/Shaders/Effect.hlsl:412 SRV t 0 True False False
t0 Lighting Texture2D<float4> TexColorSampler /package/Shaders/Lighting.hlsl:514 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:164 SRV t 0 True False False
t0 Sky Texture2D<float4> TexBaseSampler /package/Shaders/Sky.hlsl:136 SRV t 0 True False False
t0 Utility Texture2D<float4> TexBaseSampler /package/Shaders/Utility.hlsl:298 SRV t 0 True False False
t0 ComputeNASData Texture2D<float3> InputTexture /package/Shaders/VariableRateShading/ComputeNASData.hlsl:3 SRV t 0 True False False
t0 ComputeShadingRate Texture2D<float4> nasDataSurface /package/Shaders/VariableRateShading/ComputeShadingRate.hlsl:2 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> ReflectionsTexture /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/InferCubemapCS.hlsl:2 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:226 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 Skylighting Texture2DArray<unorm float> TexShadowMapSampler /features/Skylighting/Shaders/Skylighting/SkylightingCS.hlsl:29 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 AmbientCompositeCS Texture2D<unorm half3> NormalRoughnessTexture /package/Shaders/AmbientCompositeCS.hlsl:7 SRV t 1 True False False
t1 BloodSplatter Texture2D<float4> TexBloodAlpha /package/Shaders/BloodSplatter.hlsl:59 SRV t 1 True False False
t1 DeferredCompositeCS Texture2D<unorm half3> AlbedoTexture /package/Shaders/DeferredCompositeCS.hlsl:9 SRV t 1 True False False
t1 Effect Texture2D<float4> TexNormalSampler /package/Shaders/Effect.hlsl:413 SRV t 1 True False False
t1 Lighting Texture2D<float4> TexNormalSampler /package/Shaders/Lighting.hlsl:515 SRV t 1 True False False
t1 RunGrass Texture2D<float4> TexShadowMaskSampler /package/Shaders/RunGrass.hlsl:165 SRV t 1 True False False
t1 Sky Texture2D<float4> TexBlendSampler /package/Shaders/Sky.hlsl:137 SRV t 1 True False False
t1 Utility Texture2D<float4> TexNormalSampler /package/Shaders/Utility.hlsl:299 SRV t 1 True False False
t1 ComputeNASData Texture2D<float2> InputTextureMotionVectors /package/Shaders/VariableRateShading/ComputeNASData.hlsl:4 SRV t 1 True False False
t1 Water Texture2D<float4> RefractionTex /package/Shaders/Water.hlsl:271 SRV t 1 True False False
t2 Dynamic Cubemaps TextureCube<float4> DefaultCubemap /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/InferCubemapCS.hlsl:3 SRV t 2 True False False
t2 Skylighting StructuredBuffer<PerGeometry> perShadow /features/Skylighting/Shaders/Skylighting/SkylightingCS.hlsl:30 SRV t 2 True False False
t2 Subsurface Scattering Texture2D<float4> MaskTexture /features/Subsurface Scattering/Shaders/SubsurfaceScattering/SeparableSSSCS.hlsl:5 SRV t 2 True False False
t2 BloodSplatter Texture2D<float4> TexFlareColor /package/Shaders/BloodSplatter.hlsl:60 SRV t 2 True False False
t2 DeferredCompositeCS Texture2D<unorm half3> NormalRoughnessTexture /package/Shaders/DeferredCompositeCS.hlsl:10 SRV t 2 True False False
t2 Effect Texture2D<float4> TexNoiseSampler /package/Shaders/Effect.hlsl:414 SRV t 2 True False False
t2 Sky Texture2D<float4> TexNoiseGradSampler /package/Shaders/Sky.hlsl:138 SRV t 2 True False False
t2 Utility Texture2D<float4> TexDepthSampler /package/Shaders/Utility.hlsl:300 SRV t 2 True False False
t2 Water Texture2D<float4> DisplacementTex /package/Shaders/Water.hlsl:272 SRV t 2 True False False
t3 Skylighting Texture2DArray<float4> BlueNoise /features/Skylighting/Shaders/Skylighting/SkylightingCS.hlsl:31 SRV t 3 True False False
t3 BloodSplatter Texture2D<float4> TexFlareHDR /package/Shaders/BloodSplatter.hlsl:61 SRV t 3 True False False
t3 DeferredCompositeCS Texture2D<unorm half3> MasksTexture /package/Shaders/DeferredCompositeCS.hlsl:11 SRV t 3 True False False
t3 Effect Texture2D<float4> TexDepthSamplerEffect /package/Shaders/Effect.hlsl:415 SRV t 3 True False False
t3 Utility Texture2DArray<float4> TexShadowMapSampler /package/Shaders/Utility.hlsl:301 SRV t 3 True False False
t3 Water TextureCube<float4> CubeMapTex /package/Shaders/Water.hlsl:273 SRV t 3 True False False
t4 Skylighting Texture2D<unorm float> OcclusionMapSampler /features/Skylighting/Shaders/Skylighting/SkylightingCS.hlsl:32 SRV t 4 True False False
t4 DeferredCompositeCS Texture2D<unorm half3> Masks2Texture /package/Shaders/DeferredCompositeCS.hlsl:12 SRV t 4 True False False
t4 Effect Texture2D<float4> TexGrayscaleSampler /package/Shaders/Effect.hlsl:416 SRV t 4 True False False
t4 Utility Texture2DArray<float4> TexShadowMapSamplerComp /package/Shaders/Utility.hlsl:302 SRV t 4 True False False
t4 Water Texture2D<float4> Normals01Tex /package/Shaders/Water.hlsl:274 SRV t 4 True False False
t5 Skylighting Texture2D<unorm half3> NormalRoughnessTexture /features/Skylighting/Shaders/Skylighting/SkylightingCS.hlsl:33 SRV t 5 True False False
t5 Utility Texture2D<uint4> TexStencilSampler /package/Shaders/Utility.hlsl:303 SRV t 5 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:534 SRV t 6 True False False
t6 Utility Texture2DArray<float4> TexFocusShadowMapSamplerComp /package/Shaders/Utility.hlsl:304 SRV t 6 True False False
t6 Water Texture2D<float4> Normals03Tex /package/Shaders/Water.hlsl:276 SRV t 6 True False False
t7 Utility Texture2D<float4> TexGrayscaleSampler /package/Shaders/Utility.hlsl:305 SRV t 7 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:542 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:548 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:549 SRV t 12 True False False
t14 Lighting Texture2D<float4> TexShadowMaskSampler /package/Shaders/Lighting.hlsl:564 SRV t 14 True False False
t17 Screen-Space Shadows Texture2D<unorm half> ScreenSpaceShadowsTexture /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/ScreenSpaceShadows.hlsli:1 SRV t 17 True False False
t20 SharedData Texture2D<float4> TexDepthSampler /package/Shaders/Common/SharedData.hlsli:131 SRV t 20 True False False
t20 DistantTree Texture2D<float4> TexDepthSampler /package/Shaders/DistantTree.hlsl:131 SRV t 20 True False False
t20 Effect Texture2D<float4> TexDepthSampler /package/Shaders/Effect.hlsl:131 SRV t 20 True False False
t20 Lighting Texture2D<float4> TexDepthSampler /package/Shaders/Lighting.hlsl:131 SRV t 20 True False False
t20 RunGrass Texture2D<float4> TexDepthSampler /package/Shaders/RunGrass.hlsl:131 SRV t 20 True False False
t20 Sky Texture2D<float4> TexDepthSampler /package/Shaders/Sky.hlsl:131 SRV t 20 True False False
t20 Water Texture2D<float4> TexDepthSampler /package/Shaders/Water.hlsl:131 SRV t 20 True False False
t25 ShadowSampling Texture2DArray<float4> TexShadowMapSampler /package/Shaders/Common/ShadowSampling.hlsli:21 SRV t 25 True False False
t25 Water Texture2DArray<float4> TexShadowMapSampler /package/Shaders/Water.hlsl:21 SRV t 25 True False False
t26 ShadowSampling StructuredBuffer<PerGeometry> perShadow /package/Shaders/Common/ShadowSampling.hlsli:22 SRV t 26 True False False
t26 Water StructuredBuffer<PerGeometry> perShadow /package/Shaders/Water.hlsl:22 SRV t 26 True False False
t27 Cloud Shadows TextureCube<float4> cloudShadowsTexture /features/Cloud Shadows/Shaders/CloudShadows/CloudShadows.hlsli:2 SRV t 27 True False False
t29 Skylighting Texture2D<unorm float> OcclusionMapSampler /features/Skylighting/Shaders/Skylighting/Skylighting.hlsli:2 SRV t 29 True False False
t36 Subsurface Scattering StructuredBuffer<PerPassSSS> perPassSSS /features/Subsurface Scattering/Shaders/SubsurfaceScattering/SubsurfaceScattering.hlsli:8 SRV t 36 True False False
t40 Terrain Occlusion Texture2D<float> TexTerraOcc /features/Terrain Occlusion/Shaders/TerrainOcclusion/TerrainOcclusion.hlsli:1 SRV t 40 True False False
t41 Terrain Occlusion Texture2D<float> TexNormalisedHeight /features/Terrain Occlusion/Shaders/TerrainOcclusion/TerrainOcclusion.hlsli:2 SRV t 41 True False False
t42 Terrain Occlusion Texture2D<float2> TexShadowHeight /features/Terrain Occlusion/Shaders/TerrainOcclusion/TerrainOcclusion.hlsli:3 SRV t 42 True False False
t50 Light Limit Fix StructuredBuffer<StructuredLight> lights /features/Light Limit Fix/Shaders/LightLimitFix/LightLimitFix.hlsli:27 SRV t 50 True False False
t51 Light Limit Fix StructuredBuffer<uint> lightList /features/Light Limit Fix/Shaders/LightLimitFix/LightLimitFix.hlsli:28 SRV t 51 True False False
t52 Light Limit Fix StructuredBuffer<LightGrid> lightGrid /features/Light Limit Fix/Shaders/LightLimitFix/LightLimitFix.hlsli:29 SRV t 52 True False False
t53 Light Limit Fix StructuredBuffer<StrictLightData> strictLights /features/Light Limit Fix/Shaders/LightLimitFix/LightLimitFix.hlsli:30 SRV t 53 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
u0 Dynamic Cubemaps RWTexture2DArray<float4> EnvInferredTexture /features/Dynamic Cubemaps/Shaders/DynamicCubemaps/InferCubemapCS.hlsl:5 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<unorm half> OutputTexture /features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl:7 UAV u 0 True False False
u0 Skylighting RWTexture2D<half2> SkylightingTextureRW /features/Skylighting/Shaders/Skylighting/SkylightingCS.hlsl:35 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
u0 AmbientCompositeCS RWTexture2D<half3> MainRW /package/Shaders/AmbientCompositeCS.hlsl:13 UAV u 0 True False False
u0 DeferredCompositeCS RWTexture2D<half3> MainRW /package/Shaders/DeferredCompositeCS.hlsl:14 UAV u 0 True False False
u0 CopyShadowData RWStructuredBuffer<PerGeometry> copiedData /package/Shaders/ShadowTest/CopyShadowData.hlsl:95 UAV u 0 True False False
u0 ComputeNASData RWTexture2D<float4> OutputTexture /package/Shaders/VariableRateShading/ComputeNASData.hlsl:5 UAV u 0 True False False
u0 ComputeShadingRate RWTexture2D<uint> vrsSurface /package/Shaders/VariableRateShading/ComputeShadingRate.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 DeferredCompositeCS RWTexture2D<half4> NormalTAAMaskSpecularMaskRW /package/Shaders/DeferredCompositeCS.hlsl:15 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
u2 DeferredCompositeCS RWTexture2D<half2> SnowParametersRW /package/Shaders/DeferredCompositeCS.hlsl:16 UAV u 2 True False False
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