The verbosity of the reporting done during compilation: concise, detailed, or very detailed.
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.
This sets the rendering mode that will be used: forward or deferred. This will impact how the shaders are generated.
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 skeleton information and per-vertex bone IDs in the SRT file
These booleans represent the platforms for which shaders will be generated.
Flip the V component of the texcoords.
Enable wind effect computation in the shaders.
Enable alpha fizzling effect for LOD transitions, for use when A2C is not available.
Enable shadow mapping in the shaders
Number of shadow maps that are used
Type of fog to use in the shaders: none(disabled), linear, exp, exp2, or custom.
How to compute the fog color in the shaders
The geometry types to which fog will be applied
Enable normal 3D tree shader creation on compile
Enable billboard shader creation on compile
Enable depth shader creation on compile, for use with shadow mapping or a z prepass
How to organize materials and draw calls to optimize for either fewer draw calls or shorter shaders.
Set the floating point precision of the shader and vertex buffer: default (allow compressed types) or force full floats
Enable optimizing of the shader programs
Enable the use of multiple threads to build the shaders
Include debugging information in the shader program
Leave the shader source behind after compilation
Delete all old shaders in the platform directories before new ones are created