Effects/HDR/shading-opaque
Textures/PBR/dfg_lut.dds
2d
linear
linear
clamp-to-edge
clamp-to-edge
normalized
less-or-equal
8
8
Shaders/HDR/quad.vert
Shaders/HDR/shading_opaque.frag
Shaders/HDR/gbuffer_unpack.glsl
Shaders/HDR/normal_encoding.glsl
Shaders/HDR/pos_from_depth.glsl
Shaders/HDR/math.glsl
Shaders/HDR/shading_opaque.glsl
Shaders/HDR/surface.glsl
Shaders/HDR/ibl.glsl
Shaders/HDR/shadows.glsl
Shaders/HDR/gtao.glsl
Shaders/HDR/sun.glsl
Shaders/HDR/aerial_perspective.glsl
Shaders/HDR/atmos_spectral.glsl
Shaders/HDR/clustered.glsl
Shaders/HDR/exposure.glsl
gbuffer0_tex
sampler-2d
0
gbuffer1_tex
sampler-2d
1
gbuffer2_tex
sampler-2d
2
gbuffer3_tex
sampler-2d
3
depth_tex
sampler-2d
4
ao_tex
sampler-2d
7
ambient_occlusion_enabled
bool
shadow_tex
sampler-2d-shadow
10
debug_shadow_cascades
bool
normal_bias
float
sss_enabled
bool
sss_step_count
int
sss_max_distance
float
sss_depth_bias
float
dfg_tex
sampler-2d
8
prefiltered_envmap_tex
sampler-cube
9
aerial_perspective_tex
sampler-2d
11
transmittance_tex
sampler-2d
12
lum_tex
sampler-2d
14
exposure_compensation
float