Enum ReservedTextureSlots ​
Namespace: ValveResourceFormat.Renderer.Materials
Assembly: Renderer.dll
Reserved GPU texture unit slots for global textures.
public enum ReservedTextureSlotsFields ​
BRDFLookup = 0
BRDF lookup texture for PBR shading.
BlueNoise = 1
Blue noise texture for dithering and randomization.
FogCubeTexture = 2
Fog cube texture for atmospheric fog rendering.
Lightmap1 = 3
Lightmap texture channel 1.
Lightmap2 = 4
Lightmap texture channel 2.
Lightmap3 = 5
Lightmap texture channel 3.
Lightmap4 = 6
Lightmap texture channel 4.
Lightmap5 = 7
Lightmap texture channel 5.
Lightmap6 = 8
Lightmap texture channel 6.
EnvironmentMap = 9
Environment cubemap for reflections.
Probe1 = 10
Light probe irradiance slot 1.
Probe2 = 11
Light probe irradiance slot 2.
Probe3 = 12
Light probe irradiance slot 3.
ShadowDepthBufferDepth = 13
Shadow depth buffer for primary shadow pass.
BarnLightShadowDepth = 14
Shadow depth buffer for barn lights.
LightCookieTexture = 15
Light cookie texture (clamped wrap mode).
LightCookieTextureWrap = 16
Light cookie texture (repeat wrap mode).
SceneColor = 17
Resolved opaque scene color for refraction.
SceneDepth = 18
Resolved scene depth buffer.
SceneStencil = 19
Resolved scene stencil buffer.
DepthPyramid = 20
Hierarchical depth pyramid for occlusion culling.
MorphCompositeTexture = 21
Morph composite texture for vertex animation.
Last = 21
Last reserved slot; equal to .

