add support for effect vscode plugins
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;添加项目时需要仿照[不带路径的文件名|备注]的格式添加一行标题
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;文件名相同而备注不同的视为多套配置, 此配置为最优先
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;将common.chunk改坏保存,Creator中会有编译错误,展开代码,将前面所有的#define语句复制到标题行的下方
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;这个是公用的,如果没有特殊的宏集合,会自动查找此处
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[common|前向BasePass效果全开]
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2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
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3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
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4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
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5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
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6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
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7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
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8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
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9 #define CC_USE_MORPH 1
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10 #define CC_MORPH_TARGET_COUNT 2
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11 #define CC_MORPH_PRECOMPUTED 1
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12 #define CC_MORPH_TARGET_HAS_POSITION 1
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13 #define CC_MORPH_TARGET_HAS_NORMAL 1
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14 #define CC_MORPH_TARGET_HAS_TANGENT 1
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15 #define CC_USE_SKINNING 1
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16 #define CC_USE_BAKED_ANIMATION 1
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18 #define USE_BATCHING 0
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21 #define CC_FORWARD_ADD 0
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22 #define CC_RECEIVE_SHADOW 1
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30 #define CC_ENABLE_DIR_SHADOW 1
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50 #define CC_FOG_LINEAR 0
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51 #define CC_FOG_EXP 1
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52 #define CC_FOG_EXP_SQUARED 2
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53 #define CC_FOG_LAYERED 3
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54 #define CC_FOG_NONE 4
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43 #define CC_PIPELINE_TYPE 0
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44 #define CC_FORCE_FORWARD_SHADING 1
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45 #define CC_SUPPORT_CASCADED_SHADOW_MAP 1
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46 #define CC_DIR_SHADOW_PCF_TYPE 1
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[common|前向AddPass效果全开]
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2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
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3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
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4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
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5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
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6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
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7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
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8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
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9 #define CC_USE_MORPH 1
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10 #define CC_MORPH_TARGET_COUNT 2
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11 #define CC_MORPH_PRECOMPUTED 1
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12 #define CC_MORPH_TARGET_HAS_POSITION 1
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13 #define CC_MORPH_TARGET_HAS_NORMAL 1
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14 #define CC_MORPH_TARGET_HAS_TANGENT 1
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15 #define CC_USE_SKINNING 1
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16 #define CC_USE_BAKED_ANIMATION 1
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22 #define CC_RECEIVE_SHADOW 1
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30 #define CC_ENABLE_DIR_SHADOW 1
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50 #define CC_FOG_LINEAR 0
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51 #define CC_FOG_EXP 1
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52 #define CC_FOG_EXP_SQUARED 2
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53 #define CC_FOG_LAYERED 3
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54 #define CC_FOG_NONE 4
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43 #define CC_PIPELINE_TYPE 0
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44 #define CC_FORCE_FORWARD_SHADING 1
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21 #define CC_FORWARD_ADD 1
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18 #define USE_BATCHING 0
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45 #define CC_SUPPORT_CASCADED_SHADOW_MAP 1
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46 #define CC_DIR_SHADOW_PCF_TYPE 1
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[common|延迟效果全开]
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2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
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3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
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4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
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5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
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6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
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7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
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8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
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9 #define CC_USE_MORPH 1
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10 #define CC_MORPH_TARGET_COUNT 2
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11 #define CC_MORPH_PRECOMPUTED 1
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12 #define CC_MORPH_TARGET_HAS_POSITION 1
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13 #define CC_MORPH_TARGET_HAS_NORMAL 1
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14 #define CC_MORPH_TARGET_HAS_TANGENT 1
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15 #define CC_USE_SKINNING 1
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16 #define CC_USE_BAKED_ANIMATION 1
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22 #define CC_RECEIVE_SHADOW 1
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30 #define CC_ENABLE_DIR_SHADOW 1
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50 #define CC_FOG_LINEAR 0
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51 #define CC_FOG_EXP 1
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52 #define CC_FOG_EXP_SQUARED 2
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53 #define CC_FOG_LAYERED 3
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54 #define CC_FOG_NONE 4
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43 #define CC_PIPELINE_TYPE 1
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44 #define CC_FORCE_FORWARD_SHADING 0
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21 #define CC_FORWARD_ADD 0
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18 #define USE_BATCHING 0
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45 #define CC_SUPPORT_CASCADED_SHADOW_MAP 1
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46 #define CC_DIR_SHADOW_PCF_TYPE 1
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[builtin-terrain.effect|前向效果全开]
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2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
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3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
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4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
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5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
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6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
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7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
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8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
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9 #define CC_USE_MORPH 0
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15 #define CC_USE_SKINNING 0
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16 #define CC_USE_BAKED_ANIMATION 0
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22 #define CC_RECEIVE_SHADOW 1
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30 #define CC_ENABLE_DIR_SHADOW 1
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43 #define CC_PIPELINE_TYPE 1
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44 #define CC_FORCE_FORWARD_SHADING 0
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21 #define CC_FORWARD_ADD 0
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18 #define USE_BATCHING 0
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19 #define USE_INSTANCING 0
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[instanced-color.effect|前向效果全开]
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2 #define USE_INSTANCING 1
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3 #define USE_BATCHING 1
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4 #define USE_LIGHTMAP 1
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5 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
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6 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
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7 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
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8 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
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9 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
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10 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
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11 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
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12 #define CC_USE_MORPH 1
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13 #define CC_MORPH_TARGET_COUNT 2
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14 #define CC_MORPH_PRECOMPUTED 1
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15 #define CC_MORPH_TARGET_HAS_POSITION 1
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16 #define CC_MORPH_TARGET_HAS_NORMAL 1
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17 #define CC_MORPH_TARGET_HAS_TANGENT 1
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18 #define CC_USE_SKINNING 1
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19 #define CC_USE_BAKED_ANIMATION 1
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[builtin-reflection-deferred.effect|前向效果全开]
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2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
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3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
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4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
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5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
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6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
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7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
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8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
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9 #define CC_USE_MORPH 1
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10 #define CC_MORPH_TARGET_COUNT 2
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11 #define CC_MORPH_PRECOMPUTED 1
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12 #define CC_MORPH_TARGET_HAS_POSITION 1
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13 #define CC_MORPH_TARGET_HAS_NORMAL 1
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14 #define CC_MORPH_TARGET_HAS_TANGENT 1
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15 #define CC_USE_SKINNING 1
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16 #define CC_USE_BAKED_ANIMATION 1
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21 #define CC_FORWARD_ADD 1
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22 #define CC_RECEIVE_SHADOW 1
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27 #define CC_ENABLE_DIR_SHADOW 1
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[deferred-lighting.effect|前向效果全开]
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2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
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3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
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4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
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5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
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6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
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7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
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8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
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9 #define CC_RECEIVE_SHADOW 1
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13 #define CC_FORWARD_ADD 1
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14 #define CC_ENABLE_DIR_SHADOW 1
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16 #define CC_PIPELINE_TYPE 0
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17 #define CC_FORCE_FORWARD_SHADING 1
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[skybox|前向效果全开]
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2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
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3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
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4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
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5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
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6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
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7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
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8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
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[builtin-sprite.effect|前向效果全开]
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4 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
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5 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
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6 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
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7 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
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8 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
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9 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
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10 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
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12 #define CC_USE_EMBEDDED_ALPHA 1
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[builtin-sprite-gpu.effect|前向效果全开]
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2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
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3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
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4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
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5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
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6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
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7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
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8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
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11 #define CC_USE_EMBEDDED_ALPHA 1
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[builtin-wireframe.effect|前向效果全开]
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2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
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3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
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4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
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5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
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6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
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7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
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8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
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9 #define CC_USE_MORPH 1
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10 #define CC_MORPH_TARGET_COUNT 2
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11 #define CC_MORPH_PRECOMPUTED 1
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12 #define CC_MORPH_TARGET_HAS_POSITION 1
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13 #define CC_MORPH_TARGET_HAS_NORMAL 1
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14 #define CC_MORPH_TARGET_HAS_TANGENT 1
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15 #define CC_USE_SKINNING 1
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16 #define CC_USE_BAKED_ANIMATION 1
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[planar-shadow.effect|前向效果全开]
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2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
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3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
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4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
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5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
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6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
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7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
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8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
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9 #define CC_USE_MORPH 1
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10 #define CC_MORPH_TARGET_COUNT 2
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11 #define CC_MORPH_PRECOMPUTED 1
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12 #define CC_MORPH_TARGET_HAS_POSITION 1
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13 #define CC_MORPH_TARGET_HAS_NORMAL 1
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14 #define CC_MORPH_TARGET_HAS_TANGENT 1
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15 #define CC_USE_SKINNING 1
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16 #define CC_USE_BAKED_ANIMATION 1
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[batched-unlit.effect|前向效果全开]
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2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
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3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
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4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
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5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
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6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
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7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
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8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
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9 #define CC_USE_MORPH 1
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10 #define CC_MORPH_TARGET_COUNT 2
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11 #define CC_MORPH_PRECOMPUTED 1
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12 #define CC_MORPH_TARGET_HAS_POSITION 1
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13 #define CC_MORPH_TARGET_HAS_NORMAL 1
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14 #define CC_MORPH_TARGET_HAS_TANGENT 1
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15 #define CC_USE_SKINNING 1
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16 #define CC_USE_BAKED_ANIMATION 1
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