Effects/text-default
Textures/PBR/dfg_lut.dds
2d
linear
linear
clamp-to-edge
clamp-to-edge
normalized
true
true
transparent
Shaders/text.vert
Shaders/text.frag
Shaders/include_fog.frag
glyphTexture
sampler-2d
0
hdr-forward
true
less
false
1
transparent
back
Shaders/HDR/text.vert
Shaders/HDR/logarithmic_depth.glsl
Shaders/HDR/aerial_perspective.glsl
Shaders/HDR/text.frag
Shaders/HDR/color.glsl
Shaders/HDR/math.glsl
Shaders/HDR/logarithmic_depth.glsl
Shaders/HDR/shading_transparent.glsl
Shaders/HDR/surface.glsl
Shaders/HDR/ibl.glsl
Shaders/HDR/shadows.glsl
Shaders/HDR/sun.glsl
Shaders/HDR/aerial_perspective.glsl
Shaders/HDR/atmos_spectral.glsl
Shaders/HDR/clustered.glsl
Shaders/HDR/exposure.glsl
glyph_tex
sampler-2d
0
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