AssetProcessorPlatformConfig.setreg 28 KB

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  1. {
  2. // ---- Enable/Disable platforms for the entire project. AssetProcessor will automatically add the current platform by default.
  3. // PLATFORM DEFINITIONS
  4. // [Platform (unique identifier)]
  5. // tags=(comma-seperated-tags)
  6. //
  7. // note: the 'identifier' of a platform is the word(s) following the "Platform" keyword (so [Platform pc] means identifier
  8. // is 'pc' for example. This is used to name its assets folder in the cache and should be used in your bootstrap.cfg
  9. // or your main.cpp to choose what assets to load for that particular platform.
  10. // Its primary use is to enable additional non-host platforms (Ios, android...) that are not the current platform.
  11. // note: 'tags' is a comma-seperated list of tags to tag the platform with that builders can inspect to decide what to do.
  12. // while builders can accept any tags you add in order to make decisions, common tags are
  13. // tools - this platform can host the tools and editor and such
  14. // renderer - this platform runs the client engine and renders on a GPU. If missing we could be on a server-only platform
  15. // mobile - a mobile platform such as a set top box or phone with limited resources
  16. // console - a console platform
  17. // server - a server platform of some kind, usually headless, no renderer.
  18. "Amazon": {
  19. "AssetProcessor": {
  20. "Settings": {
  21. "Platform pc": {
  22. "tags": "tools,renderer,dx12,vulkan"
  23. },
  24. "Platform es3": {
  25. "tags": "android,mobile,renderer,vulkan"
  26. },
  27. "Platform ios": {
  28. "tags": "mobile,renderer,metal"
  29. },
  30. "Platform osx_gl": {
  31. "tags": "tools,renderer,metal"
  32. },
  33. // this is an example of a headless platform that has no renderer.
  34. // To use this you would still need to make sure 'assetplatform' in your startup params in your main() chooses this 'server' platform as your server 'assets' flavor
  35. "Platform server": {
  36. "tags": "server,dx12,vulkan"
  37. },
  38. // this section allows you to turn on various platforms in addition to the host platform you're running on
  39. // 'enabled' is AUTOMATICALLY TRUE for the current platform that you are running on, so it is not necessary to force it to true for that platform
  40. // To enable any additional platform, just uncomment the appropriate line below.
  41. "Platforms": {
  42. //"pc": "enabled",
  43. //"es3": "enabled",
  44. //"ios": "enabled",
  45. //"osx_gl": "enabled",
  46. //"server": "enabled"
  47. },
  48. // ---- The number of worker jobs, 0 means use the number of Logical Cores
  49. "Jobs": {
  50. "minJobs": 1,
  51. "maxJobs": 0
  52. },
  53. // cacheServerAddress is the location of the asset server cache.
  54. // Currently for a network share server this would be the absolute file path to the network share folder.
  55. "Server": {
  56. //"cacheServerAddress": ""
  57. },
  58. // ---- add any metadata file type here that needs to be monitored by the AssetProcessor.
  59. // Modifying these meta file will cause the source asset to re-compile again.
  60. // They are specified in the following format
  61. // metadata extension=original extension to replace
  62. // if the metadata extension does not replace the original, then the original can be blank
  63. // so for example if your normal file is blah.tif and your metafile for that file is blah.tif.exportsettings
  64. // then your declaration would be exportsettings= ; ie, it would be blank
  65. // however if your metafile REPLACES the extension (for example, if you have the file blah.i_caf and its metafile is blah.exportsettings)
  66. // then you specify the original extension here to narrow the scope.
  67. // If a relative path to a specific file is provided instead of an extension, a change to the file will change all files
  68. // with the associated extension (e.g. Animations/SkeletonList.xml=i_caf will cause all i_caf files to recompile when
  69. // Animations/SkeletonList.xml within the current game project changes)
  70. "MetaDataTypes": {
  71. "animsettings": "i_caf",
  72. "Animations/SkeletonList.xml": "i_caf",
  73. "cbc": "abc",
  74. "fbx.assetinfo": "fbx"
  75. },
  76. // ---- add any folders to scan here. The priority order is the order they appear here
  77. // available macros are
  78. // @ROOT@ - the location of asset root
  79. // @PROJECTROOT@ - the location of the project root, for example 'Q:\MyProjects\RPGSample'
  80. // note that they are sorted by their 'order' value, and the lower the order the more important an asset is
  81. // lower order numbers override higher ones.
  82. // If specified, output will be prepended to every path found in that recognizer's watch folder.
  83. // Note that you can also make the scan folder platform specific by using the keywords include and exclude.
  84. // Both include and exclude can contain either platform tags, platform identifiers or both.
  85. // if no include is specified, all currently enabled platforms are included by default.
  86. // If includes ARE specified, it will be filtered down by the list of currently enabled platforms.
  87. // "ScanFolder (unique identifier)": {
  88. // "include": "(comma seperated platform tags or identifiers)",
  89. // "exclude": "(comma seperated platform tags or identifiers)"
  90. // }
  91. // For example if you want to include a scan folder only for platforms that have the platform tags tools and renderer
  92. // but omit it for platform osx_gl, you will have a scanfolder rule like
  93. // "ScanFolder (unique identifier)": {
  94. // "watch": "@ROOT@/foo",
  95. // "include": "tools, renderer",
  96. // "exclude": "osx_gl"
  97. // }
  98. "ScanFolder Game": {
  99. "watch": "@PROJECTROOT@",
  100. "display": "@PROJECTROOT@",
  101. "recursive": 1,
  102. "order": 0
  103. },
  104. // gems will be auto-added from 100 onwards
  105. "ScanFolder Root": {
  106. "watch": "@ROOT@",
  107. "recursive": 0,
  108. "order": 10000
  109. },
  110. "ScanFolder Engine": {
  111. "watch": "@ENGINEROOT@/Engine",
  112. "recursive": 1,
  113. "order": 20000
  114. },
  115. "ScanFolder Editor": {
  116. "watch": "@ENGINEROOT@/Editor",
  117. "output": "editor",
  118. "recursive": 1,
  119. "order": 30000,
  120. "include": "tools,renderer"
  121. },
  122. // Excludes files that match the pattern or glob
  123. // if you use a pattern, remember to escape your backslashes (\\)
  124. "Exclude _LevelBackups": {
  125. "pattern": ".*\\\\/Levels\\\\/.*\\\\/_savebackup\\\\/.*"
  126. },
  127. "Exclude _LevelAutoBackups": {
  128. "pattern": ".*\\\\/Levels\\\\/.*\\\\/_autobackup\\\\/.*"
  129. },
  130. "Exclude HoldFiles": {
  131. "pattern": ".*\\\\/Levels\\\\/.*_hold\\\\/.*"
  132. },
  133. // note that $ has meaning to regex, so we escape it.
  134. "Exclude TempFiles": {
  135. "pattern": ".*\\\\/\\\\$tmp[0-9]*_.*"
  136. },
  137. "Exclude AlembicCompressionTemplates": {
  138. "pattern": ".*\\\\/Presets\\\\/GeomCache\\\\/.*"
  139. },
  140. "Exclude TmpAnimationCompression": {
  141. "pattern": ".*\\\\/Editor\\\\/Tmp\\\\/AnimationCompression\\\\/.*"
  142. },
  143. "Exclude EventLog": {
  144. "pattern": ".*\\\\/Editor\\\\/.*eventlog\\\\.xml"
  145. },
  146. "Exclude GameGemsCode": {
  147. "pattern": ".*\\\\/Gem\\\\/Code\\\\/.*"
  148. },
  149. "Exclude GameGemsResources": {
  150. "pattern": ".*\\\\/Gem\\\\/Resources\\\\/.*"
  151. },
  152. "Exclude Private Certs": {
  153. "pattern": ".*\\DynamicContent\\\\/Certificates\\\\/Private\\\\/.*"
  154. },
  155. "Exclude CMakeLists": {
  156. "pattern": ".*\\\\/CMakeLists.txt"
  157. },
  158. "Exclude CMakeFiles": {
  159. "pattern": ".*\\\\/.*\\\\.cmake"
  160. },
  161. "Exclude User": {
  162. "pattern": ".*/[Uu]ser/.*"
  163. },
  164. "Exclude Build": {
  165. "pattern": ".*/[Bb]uild/.*"
  166. },
  167. // ------------------------------------------------------------------------------
  168. // Large Worlds Test
  169. // ------------------------------------------------------------------------------
  170. "Exclude Work In Progress Folders": {
  171. "pattern": ".*\\\\/WIP\\\\/.*"
  172. },
  173. "Exclude Content Source Folders": {
  174. "pattern": ".*\\\\/CONTENT_SOURCE\\\\/.*"
  175. },
  176. "Exclude Art Source Folders": {
  177. "pattern": ".*\\\\/ArtSource\\\\/.*"
  178. },
  179. //------------------------------------------------------------------------------
  180. // RC params mapping examples
  181. //------------------------------------------------------------------------------
  182. // note that productAssetType is a means of setting the output asset Type (as in AZ::Data::AssetType) of a simple job
  183. // and is the recommended way to specify that a certain kind of file (such as '*.myextension') becomes registered as the
  184. // actual UUID of that type in the engine itself.
  185. // Use a regex for matching files, same params for all platforms
  186. // "RC TGAs": {
  187. // "pattern": ".+\\\\.tga$",
  188. // "params": "/tga /texture"
  189. //}
  190. // Use a glob, have special params for es3 platform
  191. // "RC TIFFs": {
  192. // "glob": "*.tif",
  193. // "params": "/texture",
  194. // "es3": "/pvrt"
  195. //}
  196. // You can also modify a version to compile all matching files again
  197. // By default the version is empty
  198. // "RC tif": {
  199. // "glob": "*.tif",
  200. // "params": "\\someparams",
  201. // "version": 1.0
  202. //}
  203. // This will make the AssetProcessor compile all the .tif files again
  204. // you can also optionally supply a priority.
  205. // this is used to sort jobs when no other external circumstance sorts them
  206. // for example, copy jobs will be higher in priority than other jobs that are not copy jobs
  207. // however if they're both copy jobs or both not, and no other circumstances apply, then priority will be used.
  208. // default priority is zero if not specified
  209. // you can specify an option to skip processing for a file type based on the platform.
  210. // for example, if you dont want to process tif files for ios, you can make tif files
  211. // process on any platform except for ios:
  212. // "RC tif": {
  213. // "glob": "*.tif",
  214. // "params": "\\someparams",
  215. // "ios": "skip"
  216. //}
  217. // you can specify an option to output product dependencies for a copy job.
  218. // please note that you only need to set this option when cry code is required to parse the asset.
  219. // otherwise product dependencies will be output automatically by the CopyDependencyBuilder.
  220. // for example, if you want to output the product dependencies for font assets:
  221. // "RC font": {
  222. // "glob": "*.font",
  223. // "params": "copy",
  224. // "outputProductDependencies": true
  225. //}
  226. // you can also specify an option to make all jobs critical that matches some pattern/glob.
  227. // for example, if you want to make all png files critical than set critical to true.
  228. // Note that by default all copy jobs are critical.
  229. // Critical jobs are processed before non critical jobs and also prevent the runtime or editor from starting until they are all complete.
  230. // "RC png": {
  231. // "glob": "*.png",
  232. // "params": "\\someparams",
  233. // "critical": true
  234. //}
  235. // you can also specify an option to make all the job store in the asset server cache location if you are running AP in server mode.
  236. // For example, if you want to store all png jobs in the asset server cache location including their logs, you can set checkServer = true.
  237. // The client(i.e if you are running AP in non-server mode) will also check for this flag to know which jobs to fetch from the asset server cache location.
  238. // if unsucessful, it will process the job locally as usual.
  239. // "RC png": {
  240. // "glob": "*.png",
  241. // "params": "\\someparams",
  242. // "critical": true,
  243. // "checkServer": true
  244. //}
  245. // note that the FULL PATH to the file will be used as the match, not the relative path
  246. // so ensure start your patterns with .* or as appropriate.
  247. // Also, any rules which match will apply - so if you have two rules which both apply to PNG files for example
  248. // but you only want one, you might want to use exclusion patterns:
  249. //Example: process everything EXCEPT the ones in the libs/ui folder with these params
  250. // "RC png-normal": {
  251. // "pattern": "(?!.*libs\\\\/ui\\\\/).*\\.png",
  252. // "params": "/imagecompressor=CTSquish /streaming=0",
  253. // "lockSource": true
  254. //}
  255. //Example: Process everything in the libs/ui folder with linear color space
  256. // "RC png-ui": {
  257. // "pattern": "(.*libs\\\\/ui\\\\/).*\\.png",
  258. // "params": "/imagecompressor=CTSquish /streaming=0 /colorspace=linear,linear",
  259. // "lockSource": true
  260. //}
  261. // More example Regexes:
  262. // "pattern": "(?!(.*libs\\\\/ui\\\\/)|(.*editor\\\\/).*\\\\.png"
  263. // This pattern will not match anything with editor/ or libs/ui/ in it
  264. // "pattern": "((.*libs\\\\/ui\\\\/)|(.*editor\\\\/).*\\\\.png"
  265. // This pattern will only match anything with editor/ or libs/ui/ in it
  266. // Give every [Section Name] its own unique Name or else they will overwrite each other!
  267. "RC i_caf": {
  268. "glob": "*.i_caf",
  269. "params": "/cafAlignTracks=1 /animConfigFolder=Animations /skipdba=1 /refresh=1",
  270. // force server to send the 'pc' platform to RC.EXE so it compiles the same as PC.
  271. "server": "/cafAlignTracks=1 /animConfigFolder=Animations /skipdba=1 /refresh=1 /p=pc",
  272. "priority": 5,
  273. "productAssetType": "{6023CFF8-FCBA-4528-A8BF-6E0E10B9AB9C}"
  274. },
  275. "RC caf": {
  276. "glob": "*.caf",
  277. "params": "copy",
  278. "productAssetType": "{6023CFF8-FCBA-4528-A8BF-6E0E10B9AB9C}"
  279. },
  280. "RC mp4": {
  281. "glob": "*.mp4",
  282. "params": "copy",
  283. "productAssetType": "{DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}"
  284. },
  285. "RC mkv": {
  286. "glob": "*.mkv",
  287. "params": "copy",
  288. "productAssetType": "{DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}"
  289. },
  290. "RC webm": {
  291. "glob": "*.webm",
  292. "params": "copy",
  293. "productAssetType": "{DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}"
  294. },
  295. "RC mov": {
  296. "glob": "*.mov",
  297. "params": "copy",
  298. "productAssetType": "{DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}"
  299. },
  300. "RC bk2": {
  301. "glob": "*.bk2",
  302. "params": "copy",
  303. "productAssetType": "{BF4879B9-B893-41D2-80E9-24A7BDCD2B50}"
  304. },
  305. "RC img": {
  306. "glob": "*.img",
  307. "params": "copy"
  308. },
  309. "RC dba": {
  310. "glob": "*.dba",
  311. "params": "copy",
  312. "productAssetType": "{511562BE-65A5-4538-A5F1-AC685366243E}",
  313. "version": 2
  314. },
  315. "RC cgf": {
  316. "glob": "*.cgf",
  317. "params": "/VertexPositionFormat=exporter /VertexIndexFormat=u32",
  318. // on server, feed rc.exe the param /p=pc to force it to compile assets for server platform in pc format.
  319. "server": "/VertexPositionFormat=exporter /VertexIndexFormat=u32 /p=pc",
  320. "lockSource": true,
  321. "priority": 10
  322. // allow CGF files to compile first, so untextured models appear before their textures for faster startup
  323. // other available params: /SplitLODs=1
  324. },
  325. "RC surfaceTagNameList": {
  326. "glob": "*.surfaceTagNameList",
  327. "params": "copy",
  328. "productAssetType": "{A471B2A9-85FC-4993-842D-1881CBC03A2B}"
  329. },
  330. "RC gradImageSettings": {
  331. "glob": "*.gradimagesettings",
  332. "params": "copy",
  333. "productAssetType": "{B36FEB5C-41B6-4B58-A212-21EF5AEF523C}"
  334. },
  335. "RC fbx": {
  336. "glob": "*.fbx",
  337. // Priority set to 9 so its "before" things like materials but after things like actors and motions (which build using a proper AssetBuilderSDK builder and thus are not in this file)
  338. "priority": 9,
  339. "version": 5
  340. },
  341. "RC chr": {
  342. "glob": "*.chr",
  343. "params": "copy",
  344. "productAssetType": "{60161B46-21F0-4396-A4F0-F2CCF0664CDE}",
  345. "version": 2
  346. },
  347. "RC skin": {
  348. "glob": "*.skin",
  349. "params": "copy"
  350. },
  351. "RC cfi": {
  352. "glob": "*.cfi",
  353. "params": "copy"
  354. },
  355. "RC cfx": {
  356. "glob": "*.cfx",
  357. "params": "copy"
  358. },
  359. "RC cfr": {
  360. "glob": "*.cfr",
  361. "params": "copy"
  362. },
  363. // Warning: If you change the VertexIndexFormat, make sure you update the vtx_idx typedef in Code\CryEngine\CryCommon\ProjectDefines.h
  364. "RC abc": {
  365. "glob": "*.abc",
  366. "params": "/SkipFilesWithoutBuildConfig=0 /VertexIndexFormat=u32",
  367. "console": "/SkipFilesWithoutBuildConfig=0 /VertexIndexFormat=u32",
  368. "mobile": "/SkipFilesWithoutBuildConfig=0 /VertexIndexFormat=u16",
  369. "version": 3,
  370. "server": "skip"
  371. },
  372. "RC png-entityicon": {
  373. "pattern": "(.*EntityIcons\\\\/).*\\\\.png",
  374. "productAssetType": "{3436C30E-E2C5-4C3B-A7B9-66C94A28701B}",
  375. "params": "skip",
  376. "tools": "copy"
  377. },
  378. "RC usm": {
  379. "glob": "*.usm",
  380. "params": "copy",
  381. "server": "skip"
  382. },
  383. "RC animevents": {
  384. "glob": "*.animevents",
  385. "params": "copy",
  386. "productAssetType": "{C1D209C1-F81A-4586-A34E-1615995F9F3F}",
  387. "version": 2
  388. },
  389. "RC adb": {
  390. "glob": "*.adb",
  391. "params": "copy",
  392. "productAssetType": "{50908273-CA36-4668-9828-15DD5092F973}"
  393. },
  394. "RC bspace": {
  395. "glob": "*.bspace",
  396. "params": "copy"
  397. },
  398. "RC cdf": {
  399. "glob": "*.cdf",
  400. "params": "copy",
  401. "productAssetType": "{DF036C63-9AE6-4AC3-A6AC-8A1D76126C01}"
  402. },
  403. // note - this used to be skinnedMeshAsset but its now Character Definition File specific.
  404. // .skin has its own type.
  405. "RC chrparams": {
  406. "glob": "*.chrparams",
  407. "params": "copy",
  408. "productAssetType": "{4BBB785A-6824-4803-A607-F9323E7BEEF1}",
  409. "version": 2
  410. },
  411. "RC comb": {
  412. "glob": "*.comb",
  413. "params": "copy"
  414. },
  415. "RC dlg": {
  416. "glob": "*.dlg",
  417. "params": "copy"
  418. },
  419. "RC csv": {
  420. "glob": "*.csv",
  421. "params": "copy"
  422. },
  423. "RC json": {
  424. "glob": "*.json",
  425. "params": "copy"
  426. },
  427. "RC lmg": {
  428. "glob": "*.lmg",
  429. "params": "copy"
  430. },
  431. "RC smtl": {
  432. "glob": "*.smtl",
  433. "params": "copy"
  434. },
  435. "RC sub": {
  436. "glob": "*.sub",
  437. "params": "copy",
  438. "productAssetType": "{71F9D30E-13F7-40D6-A3C9-E5358004B31F}",
  439. "version": 2
  440. },
  441. "RC sbsar": {
  442. "glob": "*.sbsar",
  443. "params": "copy"
  444. },
  445. "RC loc.agsxml": {
  446. "glob": "*.loc.agsxml",
  447. "params": "copy",
  448. "version": 1
  449. },
  450. "RC node": {
  451. "glob": "*.node",
  452. "params": "copy"
  453. },
  454. "RC veg": {
  455. "glob": "*.veg",
  456. "params": "copy"
  457. },
  458. "RC dat": {
  459. "glob": "*.dat",
  460. "params": "copy"
  461. },
  462. "RC lut": {
  463. "glob": "*.lut",
  464. "params": "copy"
  465. },
  466. "RC txt": {
  467. "pattern": "^(?!.*PreloadLibs.txt).*\\\\.txt",
  468. "params": "copy"
  469. },
  470. "RC cal": {
  471. "glob": "*.cal",
  472. "params": "copy"
  473. },
  474. "RC grp": {
  475. "glob": "*.grp",
  476. "params": "copy",
  477. "productAssetType": "{7629EDD3-A361-49A2-B271-252127097D81}",
  478. "version": 2
  479. },
  480. "RC xls": {
  481. "glob": "*.xls",
  482. "params": "copy"
  483. },
  484. "RC ini": {
  485. "glob": "*.ini",
  486. "params": "copy"
  487. },
  488. "RC ttf": {
  489. "glob": "*.ttf",
  490. "params": "copy"
  491. },
  492. "RC otf": {
  493. "glob": "*.otf",
  494. "params": "copy"
  495. },
  496. "RC ext": {
  497. "glob": "*.ext",
  498. "params": "copy"
  499. },
  500. // Copy all pak files except level.pak, level.pak has its own builder.
  501. "RC pak": {
  502. "pattern": "^((?!\\\\/level\\\\.pak).)*\\\\.pak$",
  503. "params": "copy"
  504. },
  505. "RC ctc": {
  506. "glob": "*.ctc",
  507. "params": "copy"
  508. },
  509. "RC uiprefab": {
  510. "glob": "*.uiprefab",
  511. "params": "copy",
  512. "server": "skip"
  513. },
  514. "RC sprite": {
  515. "glob": "*.sprite",
  516. "params": "copy",
  517. "server": "skip"
  518. },
  519. "RC bin": {
  520. "glob": "*.bin",
  521. "params": "copy"
  522. },
  523. "RC inputbindings": {
  524. "glob": "*.inputbindings",
  525. "params": "copy",
  526. "productAssetType": "{25971C7A-26E2-4D08-A146-2EFCC1C36B0C}"
  527. },
  528. "RC physmaterial": {
  529. "glob": "*.physmaterial",
  530. "params": "copy",
  531. "productAssetType": "{9E366D8C-33BB-4825-9A1F-FA3ADBE11D0F}"
  532. },
  533. "RC ocm": {
  534. "glob": "*.ocm",
  535. "params": "copy"
  536. },
  537. // Feature tests use the raw .tif files for the golden image comparison
  538. "RC goldenimages": {
  539. "pattern": ".*GoldenImages\\\\/.*\\\\.tif",
  540. "params": "copy",
  541. "server": "skip"
  542. },
  543. // Copy over certificates for use with FileDataSource
  544. "RC CertificatePEM": {
  545. "glob": "*.pem",
  546. "params": "copy"
  547. },
  548. // Copy over certificates for use with Dynamic Content
  549. "RC CertificateDER": {
  550. "glob": "*.der",
  551. "params": "copy"
  552. },
  553. "RC PhysXMeshAsset": {
  554. "glob": "*.pxmesh",
  555. "params": "copy",
  556. "productAssetType": "{7A2871B9-5EAB-4DE0-A901-B0D2C6920DDB}"
  557. },
  558. // Copy over cooked PhysX heightfield
  559. "RC PhysX HeightField": {
  560. "glob": "*.pxheightfield",
  561. "params": "copy",
  562. "productAssetType": "{B61189FE-B2D7-4AF1-8951-CB5C0F7834FC}"
  563. },
  564. "RC filetag": {
  565. "glob": "*.filetag",
  566. "params": "copy",
  567. "productAssetType": "{F3BE5CAB-85B7-44B7-9495-863863F6B267}"
  568. },
  569. // Precompiled shader srg
  570. "RC azsrg": {
  571. "glob": "*.azsrg",
  572. "params": "copy",
  573. "productAssetType": "{F8C9F4AE-3F6A-45AD-B4FB-0CA415FCC2E1}"
  574. },
  575. // Precompiled shader variant
  576. "RC azshadervariant": {
  577. "glob": "*.azshadervariant",
  578. "params": "copy",
  579. "productAssetType": "{9F4D654B-4439-4C61-8DCD-F1C7C5560768}"
  580. }
  581. }
  582. }
  583. }
  584. }