====== Compile Settings ====== ---- ===== General ===== === Reporting === The verbosity of the reporting done during compilation: concise, detailed, or very detailed. === Coordinate system === The coordinate system the SRT files will be created for. This can be changed at runtime in the SDK, but there are costs in doing so. === Render mode === This sets the rendering mode that will be used: forward or deferred. This will impact how the shaders are generated. === Shared shader path === All shaders will be written to this folder when specified (advantage is that fewer shaders will be generated). When empty, shaders will be written to default per-atlas folders. === Include bones === Include skeleton information and per-vertex bone IDs in the SRT file ---- ===== Platforms ===== These booleans represent the platforms for which shaders will be generated. ---- ===== Effects ===== === Flip texcoords === Flip the V component of the texcoords. === Enable wind === Enable wind effect computation in the shaders. === Enable alpha noise === Enable alpha fizzling effect for LOD transitions, for use when A2C is not available. === Enable shadows === Enable shadow mapping in the shaders === Shadow maps === Number of shadow maps that are used ---- ===== Fog ===== === Falloff === Type of fog to use in the shaders: none(disabled), linear, exp, exp2, or custom. === Color === How to compute the fog color in the shaders === Apply to === The geometry types to which fog will be applied ---- ===== Shader Types ===== === 3D === Enable normal 3D tree shader creation on compile === Billboard === Enable billboard shader creation on compile === Depth pre-pass === Enable depth shader creation on compile, for use with shadow mapping or a z prepass ---- ===== Shader Compilation ===== === Material merging === How to organize materials and draw calls to optimize for either fewer draw calls or shorter shaders. === Float precision === Set the floating point precision of the shader and vertex buffer: default (allow compressed types) or force full floats === Optimization === Enable optimizing of the shader programs === Parallel build === Enable the use of multiple threads to build the shaders === Debugging info === Include debugging information in the shader program === Leave source === Leave the shader source behind after compilation === Erase old shaders === Delete all old shaders in the platform directories before new ones are created