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bool |
COMPILE_SHADERS_FOR_DEVELOPMENT |
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bool |
EDITOR_ALPHA2COVERAGE |
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bool |
FORCE_FULLY_ROUGH |
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bool |
GBUFFER_HAS_PRECSHADOWFACTOR |
Based on GetPrecomputedShadowMasks() Note: WRITES_PRECSHADOWFACTOR_TO_GBUFFER is currently disabled because we use the precomputed shadow factor GBuffer outside of STATICLIGHTING_TEXTUREMASK to store UseSingleSampleShadowFromStationaryLights |
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bool |
IS_MESHPARTICLE_FACTORY |
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bool |
MATERIAL_WORKS_WITH_DUAL_SOURCE_COLOR_BLENDING |
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bool |
MATERIALBLENDING_ANY_TRANSLUCENT |
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bool |
NEEDS_BASEPASS_PIXEL_FOGGING |
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bool |
NEEDS_BASEPASS_PIXEL_VOLUMETRIC_FOGGING |
Volumetric fog interpolated per vertex gives very poor results, always sample the volumetric fog texture per-pixel Opaque materials in the deferred renderer get volumetric fog applied in a deferred fog pass |
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bool |
NEEDS_BASEPASS_VERTEX_FOGGING |
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bool |
NEEDS_LIGHTMAP |
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bool |
NEEDS_LIGHTMAP_COORDINATE |
|
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bool |
OIT_ENABLED |
|
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bool |
OPAQUE_NEEDS_BASEPASS_FOGGING |
With forward shading, fog always needs to be computed in the base pass to work correctly with MSAA. |
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bool |
PIXELSHADEROUTPUT_A2C |
|
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bool |
PIXELSHADEROUTPUT_BASEPASS |
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bool |
PIXELSHADEROUTPUT_COVERAGE |
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bool |
PIXELSHADEROUTPUT_MRT0 |
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bool |
PIXELSHADEROUTPUT_MRT1 |
|
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bool |
PIXELSHADEROUTPUT_MRT2 |
|
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bool |
PIXELSHADEROUTPUT_MRT3 |
|
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bool |
PIXELSHADEROUTPUT_MRT4 |
|
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bool |
PIXELSHADEROUTPUT_MRT5 |
|
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bool |
PIXELSHADEROUTPUT_MRT6 |
|
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bool |
PLATFORM_SUPPORTS_EDITOR_SHADERS |
|
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bool |
POST_PROCESS_SUBSURFACE |
|
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bool |
SHADER_STRATA_TRANSLUCENT_ENABLED |
|
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bool |
STRATA_ENABLED |
|
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bool |
SUPPORTS_PIXEL_COVERAGE |
|
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bool |
SUPPORTS_WRITING_VELOCITY_TO_BASE_PASS |
If a primitive has static lighting, we assume it is not moving. If it is, it will be rerendered in an extra renderpass. |
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bool |
THIN_TRANSLUCENT_USE_DUAL_BLEND |
|
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bool |
TRANSLUCENCY_ANY_PERVERTEX_LIGHTING |
|
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bool |
TRANSLUCENCY_ANY_VOLUMETRIC |
|
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bool |
TRANSLUCENCY_NEEDS_BASEPASS_FOGGING |
Translucent materials need to compute fogging in the forward shading pass Materials that read from scene color skip getting fogged, because the contents of the scene color lookup have already been fogged This is not foolproof, as any additional color the material adds will then not be fogged correctly |
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bool |
TRANSLUCENCY_PERVERTEX_FORWARD_SHADING |
|
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bool |
TRANSLUCENCY_PERVERTEX_LIGHTING_VOLUME |
|
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bool |
USE_DEVELOPMENT_SHADERS |
|
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bool |
USE_EDITOR_COMPOSITING |
|
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bool |
USE_EDITOR_SHADERS |
|
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bool |
USES_GBUFFER |
|
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bool |
WRITES_CUSTOMDATA_TO_GBUFFER |
Only some shader models actually need custom data. |
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bool |
WRITES_PRECSHADOWFACTOR_TO_GBUFFER |
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bool |
WRITES_PRECSHADOWFACTOR_ZERO |
|
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bool |
WRITES_VELOCITY_TO_GBUFFER |
|