2
0
Эх сурвалжийг харах

Refactor: Shader variations are now defined directly in BSL files
- This simplifies the rendering code, especially when a lot of
permutations are required
- It also opens up opportunities for more advanced custom materials,
like being able to override internal renderer materials (like lighting
calculations or shadow casting)

BearishSun 8 жил өмнө
parent
commit
e605573591
100 өөрчлөгдсөн 61 нэмэгдсэн , 61 устгасан
  1. 61 61
      Data/Engine/ShaderDependencies.json
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      Data/Engine/Shaders/Blit.bsl.asset
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      Data/Engine/Shaders/Blit_1.bsl.asset
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      Data/Engine/Shaders/Blit_2.bsl.asset
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      Data/Engine/Shaders/Blit_3.bsl.asset
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      Data/Engine/Shaders/Blit_4.bsl.asset
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      Data/Engine/Shaders/Blit_5.bsl.asset
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      Data/Engine/Shaders/Blit_6.bsl.asset
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      Data/Engine/Shaders/Blit_7.bsl.asset
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      Data/Engine/Shaders/Clear.bsl.asset
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      Data/Engine/Shaders/DebugDraw.bsl.asset
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      Data/Engine/Shaders/DebugDraw_1.bsl.asset
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      Data/Engine/Shaders/DebugDraw_2.bsl.asset
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      Data/Engine/Shaders/Default.bsl.asset
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      Data/Engine/Shaders/DeferredDirectionalLight.bsl.asset
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      Data/Engine/Shaders/DeferredDirectionalLight_1.bsl.asset
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      Data/Engine/Shaders/DeferredDirectionalLight_2.bsl.asset
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      Data/Engine/Shaders/DeferredPointLight.bsl.asset
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      Data/Engine/Shaders/DeferredPointLight_1.bsl.asset
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      Data/Engine/Shaders/DeferredPointLight_2.bsl.asset
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      Data/Engine/Shaders/DeferredPointLight_3.bsl.asset
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      Data/Engine/Shaders/DeferredPointLight_4.bsl.asset
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      Data/Engine/Shaders/DeferredPointLight_5.bsl.asset
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      Data/Engine/Shaders/Diffuse.bsl.asset
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      Data/Engine/Shaders/FlatFramebufferToTexture.bsl.asset
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      Data/Engine/Shaders/IrradianceAccumulateCubeSH.bsl.asset
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      Data/Engine/Shaders/IrradianceAccumulateSH.bsl.asset
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      Data/Engine/Shaders/IrradianceComputeSH.bsl.asset
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      Data/Engine/Shaders/IrradianceComputeSHFrag.bsl.asset
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      Data/Engine/Shaders/IrradianceComputeSH_1.bsl.asset
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      Data/Engine/Shaders/IrradianceEvaluate.bsl.asset
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      Data/Engine/Shaders/IrradianceEvaluate_1.bsl.asset
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      Data/Engine/Shaders/IrradianceEvaluate_2.bsl.asset
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      Data/Engine/Shaders/IrradianceEvaluate_3.bsl.asset
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      Data/Engine/Shaders/IrradianceEvaluate_4.bsl.asset
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      Data/Engine/Shaders/IrradianceEvaluate_5.bsl.asset
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      Data/Engine/Shaders/IrradianceProjectSH.bsl.asset
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      Data/Engine/Shaders/IrradianceReduceSH.bsl.asset
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      Data/Engine/Shaders/IrradianceReduceSH_1.bsl.asset
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      Data/Engine/Shaders/LightGridLLCreation.bsl.asset
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      Data/Engine/Shaders/LightGridLLReduction.bsl.asset
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      Data/Engine/Shaders/MSAACoverage.bsl.asset
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      Data/Engine/Shaders/MSAACoverageStencil.bsl.asset
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      Data/Engine/Shaders/MSAACoverage_1.bsl.asset
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      Data/Engine/Shaders/MSAACoverage_2.bsl.asset
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      Data/Engine/Shaders/PPBuildHiZ.bsl.asset
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      Data/Engine/Shaders/PPCreateTonemapLUT.bsl.asset
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      Data/Engine/Shaders/PPCreateTonemapLUT_1.bsl.asset
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      Data/Engine/Shaders/PPDownsample.bsl.asset
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      Data/Engine/Shaders/PPDownsample_1.bsl.asset
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      Data/Engine/Shaders/PPDownsample_2.bsl.asset
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      Data/Engine/Shaders/PPDownsample_3.bsl.asset
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      Data/Engine/Shaders/PPEncodeDepth.bsl.asset
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      Data/Engine/Shaders/PPEyeAdaptHistogram.bsl.asset
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      Data/Engine/Shaders/PPEyeAdaptHistogramReduce.bsl.asset
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      Data/Engine/Shaders/PPEyeAdaptation.bsl.asset
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      Data/Engine/Shaders/PPEyeAdaptationBasic.bsl.asset
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      Data/Engine/Shaders/PPEyeAdaptationBasicSetup.bsl.asset
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      Data/Engine/Shaders/PPFXAA.bsl.asset
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      Data/Engine/Shaders/PPGaussianBlur.bsl.asset
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      Data/Engine/Shaders/PPGaussianDOFCombine.bsl.asset
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      Data/Engine/Shaders/PPGaussianDOFCombine_1.bsl.asset
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      Data/Engine/Shaders/PPGaussianDOFCombine_2.bsl.asset
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      Data/Engine/Shaders/PPGaussianDOFSeparate.bsl.asset
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      Data/Engine/Shaders/PPGaussianDOFSeparate_1.bsl.asset
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      Data/Engine/Shaders/PPGaussianDOFSeparate_2.bsl.asset
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      Data/Engine/Shaders/PPSSAO.bsl.asset
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      Data/Engine/Shaders/PPSSAOBlur.bsl.asset
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      Data/Engine/Shaders/PPSSAOBlur_1.bsl.asset
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      Data/Engine/Shaders/PPSSAODownsample.bsl.asset
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      Data/Engine/Shaders/PPSSAO_1.bsl.asset
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      Data/Engine/Shaders/PPSSAO_10.bsl.asset
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      Data/Engine/Shaders/PPSSAO_11.bsl.asset
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      Data/Engine/Shaders/PPSSAO_12.bsl.asset
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      Data/Engine/Shaders/PPSSAO_13.bsl.asset
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      Data/Engine/Shaders/PPSSAO_14.bsl.asset
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      Data/Engine/Shaders/PPSSAO_15.bsl.asset
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      Data/Engine/Shaders/PPSSAO_16.bsl.asset
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      Data/Engine/Shaders/PPSSAO_17.bsl.asset
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      Data/Engine/Shaders/PPSSAO_18.bsl.asset
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      Data/Engine/Shaders/PPSSAO_19.bsl.asset
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      Data/Engine/Shaders/PPSSAO_2.bsl.asset
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      Data/Engine/Shaders/PPSSAO_3.bsl.asset
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      Data/Engine/Shaders/PPSSAO_4.bsl.asset
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      Data/Engine/Shaders/PPSSAO_5.bsl.asset
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      Data/Engine/Shaders/PPSSAO_6.bsl.asset
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      Data/Engine/Shaders/PPSSAO_7.bsl.asset
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      Data/Engine/Shaders/PPSSAO_8.bsl.asset
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      Data/Engine/Shaders/PPSSAO_9.bsl.asset
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      Data/Engine/Shaders/PPSSRResolve.bsl.asset
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      Data/Engine/Shaders/PPSSRResolve_1.bsl.asset
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      Data/Engine/Shaders/PPSSRStencil.bsl.asset
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      Data/Engine/Shaders/PPSSRStencil_1.bsl.asset
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      Data/Engine/Shaders/PPSSRStencil_2.bsl.asset
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      Data/Engine/Shaders/PPSSRTrace.bsl.asset
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      Data/Engine/Shaders/PPSSRTrace_1.bsl.asset
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      Data/Engine/Shaders/PPSSRTrace_10.bsl.asset
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      Data/Engine/Shaders/PPSSRTrace_11.bsl.asset
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      Data/Engine/Shaders/PPSSRTrace_12.bsl.asset
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      Data/Engine/Shaders/PPSSRTrace_13.bsl.asset

+ 61 - 61
Data/Engine/ShaderDependencies.json

@@ -4,88 +4,88 @@
     "DebugDraw.bsl": null,
     "Default.bsl": [
         {
-            "Path": "Surface.bslinc"
+            "Path": "GBufferOutput.bslinc"
         },
         {
             "Path": "BasePass.bslinc"
         },
         {
-            "Path": "NormalVertexInput.bslinc"
+            "Path": "Surface.bslinc"
         },
         {
-            "Path": "SkinnedVertexInput.bslinc"
+            "Path": "SurfaceData.bslinc"
         },
         {
-            "Path": "PerObjectData.bslinc"
+            "Path": "NormalVertexInput.bslinc"
         },
         {
             "Path": "PerCameraData.bslinc"
         },
         {
-            "Path": "GBufferOutput.bslinc"
+            "Path": "PerObjectData.bslinc"
         },
         {
-            "Path": "SurfaceData.bslinc"
+            "Path": "SkinnedVertexInput.bslinc"
         }
     ],
     "DeferredDirectionalLight.bsl": [
         {
-            "Path": "DeferredLightCommon.bslinc"
+            "Path": "LightingCommon.bslinc"
         },
         {
-            "Path": "LightingCommon.bslinc"
+            "Path": "DeferredLightCommon.bslinc"
         },
         {
             "Path": "SurfaceData.bslinc"
         },
         {
-            "Path": "PerCameraData.bslinc"
+            "Path": "GBufferInput.bslinc"
         },
         {
-            "Path": "GBufferInput.bslinc"
+            "Path": "PerCameraData.bslinc"
         }
     ],
     "DeferredPointLight.bsl": [
         {
-            "Path": "DeferredLightCommon.bslinc"
+            "Path": "LightingCommon.bslinc"
         },
         {
-            "Path": "LightingCommon.bslinc"
+            "Path": "DeferredLightCommon.bslinc"
         },
         {
             "Path": "SurfaceData.bslinc"
         },
         {
-            "Path": "PerCameraData.bslinc"
+            "Path": "GBufferInput.bslinc"
         },
         {
-            "Path": "GBufferInput.bslinc"
+            "Path": "PerCameraData.bslinc"
         }
     ],
     "Diffuse.bsl": [
         {
-            "Path": "Surface.bslinc"
+            "Path": "GBufferOutput.bslinc"
         },
         {
             "Path": "BasePass.bslinc"
         },
         {
-            "Path": "NormalVertexInput.bslinc"
+            "Path": "Surface.bslinc"
         },
         {
-            "Path": "SkinnedVertexInput.bslinc"
+            "Path": "SurfaceData.bslinc"
         },
         {
-            "Path": "PerObjectData.bslinc"
+            "Path": "NormalVertexInput.bslinc"
         },
         {
             "Path": "PerCameraData.bslinc"
         },
         {
-            "Path": "GBufferOutput.bslinc"
+            "Path": "PerObjectData.bslinc"
         },
         {
-            "Path": "SurfaceData.bslinc"
+            "Path": "SkinnedVertexInput.bslinc"
         }
     ],
     "FlatFramebufferToTexture.bsl": null,
@@ -126,10 +126,10 @@
     ],
     "IrradianceEvaluate.bsl": [
         {
-            "Path": "PerCameraData.bslinc"
+            "Path": "GBufferInput.bslinc"
         },
         {
-            "Path": "GBufferInput.bslinc"
+            "Path": "PerCameraData.bslinc"
         },
         {
             "Path": "SurfaceData.bslinc"
@@ -190,10 +190,10 @@
     ],
     "MSAACoverage.bsl": [
         {
-            "Path": "PerCameraData.bslinc"
+            "Path": "GBufferInput.bslinc"
         },
         {
-            "Path": "GBufferInput.bslinc"
+            "Path": "PerCameraData.bslinc"
         },
         {
             "Path": "SurfaceData.bslinc"
@@ -324,13 +324,13 @@
     ],
     "PPSSRResolve.bsl": [
         {
-            "Path": "TemporalResolve.bslinc"
+            "Path": "PPBase.bslinc"
         },
         {
-            "Path": "ColorSpace.bslinc"
+            "Path": "TemporalResolve.bslinc"
         },
         {
-            "Path": "PerCameraData.bslinc"
+            "Path": "ColorSpace.bslinc"
         },
         {
             "Path": "PerCameraData.bslinc"
@@ -339,18 +339,18 @@
             "Path": "GBufferInput.bslinc"
         },
         {
-            "Path": "SurfaceData.bslinc"
+            "Path": "PerCameraData.bslinc"
         },
         {
-            "Path": "PPBase.bslinc"
+            "Path": "SurfaceData.bslinc"
         }
     ],
     "PPSSRStencil.bsl": [
         {
-            "Path": "PerCameraData.bslinc"
+            "Path": "GBufferInput.bslinc"
         },
         {
-            "Path": "GBufferInput.bslinc"
+            "Path": "PerCameraData.bslinc"
         },
         {
             "Path": "SurfaceData.bslinc"
@@ -360,11 +360,14 @@
         }
     ],
     "PPSSRTrace.bsl": [
+        {
+            "Path": "PerCameraData.bslinc"
+        },
         {
             "Path": "RayMarch.bslinc"
         },
         {
-            "Path": "PerCameraData.bslinc"
+            "Path": "SurfaceData.bslinc"
         },
         {
             "Path": "ColorSpace.bslinc"
@@ -372,14 +375,11 @@
         {
             "Path": "ImportanceSampling.bslinc"
         },
-        {
-            "Path": "PerCameraData.bslinc"
-        },
         {
             "Path": "GBufferInput.bslinc"
         },
         {
-            "Path": "SurfaceData.bslinc"
+            "Path": "PerCameraData.bslinc"
         },
         {
             "Path": "PPBase.bslinc"
@@ -417,10 +417,10 @@
             "Path": "NormalVertexInput.bslinc"
         },
         {
-            "Path": "SkinnedVertexInput.bslinc"
+            "Path": "PerObjectData.bslinc"
         },
         {
-            "Path": "PerObjectData.bslinc"
+            "Path": "SkinnedVertexInput.bslinc"
         }
     ],
     "ShadowDepthDirectional.bsl": [
@@ -431,10 +431,10 @@
             "Path": "NormalVertexInput.bslinc"
         },
         {
-            "Path": "SkinnedVertexInput.bslinc"
+            "Path": "PerObjectData.bslinc"
         },
         {
-            "Path": "PerObjectData.bslinc"
+            "Path": "SkinnedVertexInput.bslinc"
         }
     ],
     "ShadowDepthNormal.bsl": [
@@ -445,10 +445,10 @@
             "Path": "NormalVertexInput.bslinc"
         },
         {
-            "Path": "SkinnedVertexInput.bslinc"
+            "Path": "PerObjectData.bslinc"
         },
         {
-            "Path": "PerObjectData.bslinc"
+            "Path": "SkinnedVertexInput.bslinc"
         }
     ],
     "ShadowProject.bsl": [
@@ -459,10 +459,10 @@
             "Path": "PerCameraData.bslinc"
         },
         {
-            "Path": "GBufferInput.bslinc"
+            "Path": "SurfaceData.bslinc"
         },
         {
-            "Path": "SurfaceData.bslinc"
+            "Path": "GBufferInput.bslinc"
         }
     ],
     "ShadowProjectOmni.bsl": [
@@ -473,10 +473,10 @@
             "Path": "PerCameraData.bslinc"
         },
         {
-            "Path": "GBufferInput.bslinc"
+            "Path": "SurfaceData.bslinc"
         },
         {
-            "Path": "SurfaceData.bslinc"
+            "Path": "GBufferInput.bslinc"
         }
     ],
     "ShadowProjectStencil.bsl": [
@@ -523,10 +523,10 @@
             "Path": "SurfaceData.bslinc"
         },
         {
-            "Path": "PerCameraData.bslinc"
+            "Path": "GBufferInput.bslinc"
         },
         {
-            "Path": "GBufferInput.bslinc"
+            "Path": "PerCameraData.bslinc"
         }
     ],
     "TiledDeferredLighting.bsl": [
@@ -543,48 +543,48 @@
             "Path": "SurfaceData.bslinc"
         },
         {
-            "Path": "PerCameraData.bslinc"
+            "Path": "GBufferInput.bslinc"
         },
         {
-            "Path": "GBufferInput.bslinc"
+            "Path": "PerCameraData.bslinc"
         }
     ],
     "Transparent.bsl": [
         {
-            "Path": "Surface.bslinc"
+            "Path": "BasePass.bslinc"
         },
         {
-            "Path": "ImageBasedLighting.bslinc"
+            "Path": "LightGridCommon.bslinc"
         },
         {
-            "Path": "ReflectionCubemapCommon.bslinc"
+            "Path": "GBufferOutput.bslinc"
         },
         {
-            "Path": "LightingCommon.bslinc"
+            "Path": "Surface.bslinc"
         },
         {
-            "Path": "SurfaceData.bslinc"
+            "Path": "ImageBasedLighting.bslinc"
         },
         {
-            "Path": "LightGridCommon.bslinc"
+            "Path": "ReflectionCubemapCommon.bslinc"
         },
         {
-            "Path": "BasePass.bslinc"
+            "Path": "LightingCommon.bslinc"
         },
         {
             "Path": "NormalVertexInput.bslinc"
         },
         {
-            "Path": "SkinnedVertexInput.bslinc"
+            "Path": "SurfaceData.bslinc"
         },
         {
-            "Path": "PerObjectData.bslinc"
+            "Path": "PerCameraData.bslinc"
         },
         {
-            "Path": "PerCameraData.bslinc"
+            "Path": "SkinnedVertexInput.bslinc"
         },
         {
-            "Path": "GBufferOutput.bslinc"
+            "Path": "PerObjectData.bslinc"
         }
     ]
 }

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Data/Engine/Shaders/Blit.bsl.asset


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Data/Engine/Shaders/Blit_1.bsl.asset


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Data/Engine/Shaders/Blit_2.bsl.asset


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Data/Engine/Shaders/Blit_3.bsl.asset


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Data/Engine/Shaders/Blit_4.bsl.asset


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Data/Engine/Shaders/Blit_5.bsl.asset


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Data/Engine/Shaders/Blit_6.bsl.asset


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Data/Engine/Shaders/Blit_7.bsl.asset


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Data/Engine/Shaders/Clear.bsl.asset


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Data/Engine/Shaders/DebugDraw.bsl.asset


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Data/Engine/Shaders/DebugDraw_1.bsl.asset


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Data/Engine/Shaders/DebugDraw_2.bsl.asset


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Data/Engine/Shaders/Default.bsl.asset


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Data/Engine/Shaders/DeferredDirectionalLight.bsl.asset


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Data/Engine/Shaders/DeferredDirectionalLight_1.bsl.asset


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Data/Engine/Shaders/DeferredDirectionalLight_2.bsl.asset


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Data/Engine/Shaders/DeferredPointLight.bsl.asset


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Data/Engine/Shaders/DeferredPointLight_1.bsl.asset


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Data/Engine/Shaders/DeferredPointLight_2.bsl.asset


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Data/Engine/Shaders/DeferredPointLight_3.bsl.asset


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Data/Engine/Shaders/DeferredPointLight_4.bsl.asset


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Data/Engine/Shaders/DeferredPointLight_5.bsl.asset


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Data/Engine/Shaders/Diffuse.bsl.asset


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Data/Engine/Shaders/FlatFramebufferToTexture.bsl.asset


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Data/Engine/Shaders/IrradianceAccumulateCubeSH.bsl.asset


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Data/Engine/Shaders/IrradianceAccumulateSH.bsl.asset


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Data/Engine/Shaders/IrradianceComputeSH.bsl.asset


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Data/Engine/Shaders/IrradianceComputeSHFrag.bsl.asset


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Data/Engine/Shaders/IrradianceComputeSH_1.bsl.asset


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Data/Engine/Shaders/IrradianceEvaluate.bsl.asset


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Data/Engine/Shaders/IrradianceEvaluate_1.bsl.asset


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Data/Engine/Shaders/IrradianceEvaluate_2.bsl.asset


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Data/Engine/Shaders/IrradianceEvaluate_3.bsl.asset


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Data/Engine/Shaders/IrradianceEvaluate_4.bsl.asset


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Data/Engine/Shaders/IrradianceEvaluate_5.bsl.asset


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Data/Engine/Shaders/IrradianceProjectSH.bsl.asset


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Data/Engine/Shaders/IrradianceReduceSH.bsl.asset


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Data/Engine/Shaders/IrradianceReduceSH_1.bsl.asset


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Data/Engine/Shaders/LightGridLLCreation.bsl.asset


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Data/Engine/Shaders/LightGridLLReduction.bsl.asset


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Data/Engine/Shaders/MSAACoverage.bsl.asset


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Data/Engine/Shaders/MSAACoverageStencil.bsl.asset


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Data/Engine/Shaders/MSAACoverage_1.bsl.asset


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Data/Engine/Shaders/MSAACoverage_2.bsl.asset


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Data/Engine/Shaders/PPBuildHiZ.bsl.asset


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Data/Engine/Shaders/PPCreateTonemapLUT.bsl.asset


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Data/Engine/Shaders/PPCreateTonemapLUT_1.bsl.asset


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Data/Engine/Shaders/PPDownsample.bsl.asset


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Data/Engine/Shaders/PPDownsample_1.bsl.asset


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Data/Engine/Shaders/PPDownsample_2.bsl.asset


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Data/Engine/Shaders/PPDownsample_3.bsl.asset


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Data/Engine/Shaders/PPEncodeDepth.bsl.asset


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Data/Engine/Shaders/PPEyeAdaptHistogram.bsl.asset


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Data/Engine/Shaders/PPEyeAdaptHistogramReduce.bsl.asset


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Data/Engine/Shaders/PPEyeAdaptation.bsl.asset


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Data/Engine/Shaders/PPEyeAdaptationBasic.bsl.asset


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Data/Engine/Shaders/PPEyeAdaptationBasicSetup.bsl.asset


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Data/Engine/Shaders/PPFXAA.bsl.asset


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Data/Engine/Shaders/PPGaussianBlur.bsl.asset


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Data/Engine/Shaders/PPGaussianDOFCombine.bsl.asset


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Data/Engine/Shaders/PPGaussianDOFCombine_1.bsl.asset


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Data/Engine/Shaders/PPGaussianDOFCombine_2.bsl.asset


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Data/Engine/Shaders/PPGaussianDOFSeparate.bsl.asset


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Data/Engine/Shaders/PPGaussianDOFSeparate_1.bsl.asset


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Data/Engine/Shaders/PPGaussianDOFSeparate_2.bsl.asset


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Data/Engine/Shaders/PPSSAO.bsl.asset


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Data/Engine/Shaders/PPSSAOBlur.bsl.asset


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Data/Engine/Shaders/PPSSAOBlur_1.bsl.asset


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Data/Engine/Shaders/PPSSAODownsample.bsl.asset


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Data/Engine/Shaders/PPSSAO_1.bsl.asset


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Data/Engine/Shaders/PPSSAO_10.bsl.asset


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Data/Engine/Shaders/PPSSAO_11.bsl.asset


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Data/Engine/Shaders/PPSSAO_12.bsl.asset


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Data/Engine/Shaders/PPSSAO_13.bsl.asset


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Data/Engine/Shaders/PPSSAO_14.bsl.asset


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Data/Engine/Shaders/PPSSAO_15.bsl.asset


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Data/Engine/Shaders/PPSSAO_16.bsl.asset


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Data/Engine/Shaders/PPSSAO_17.bsl.asset


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Data/Engine/Shaders/PPSSAO_18.bsl.asset


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Data/Engine/Shaders/PPSSRResolve_1.bsl.asset


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Data/Engine/Shaders/PPSSRStencil.bsl.asset


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Data/Engine/Shaders/PPSSRStencil_2.bsl.asset


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Data/Engine/Shaders/PPSSRTrace.bsl.asset


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Data/Engine/Shaders/PPSSRTrace_10.bsl.asset


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Data/Engine/Shaders/PPSSRTrace_11.bsl.asset


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Data/Engine/Shaders/PPSSRTrace_12.bsl.asset


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Data/Engine/Shaders/PPSSRTrace_13.bsl.asset


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