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
Baked irradiance, from the lightmap or the light probe volume.
Lightmap2 = 4
Baked directional irradiance, whole or red split.
Lightmap3 = 5
Baked direct light indices, or green split directional irradiance.
Lightmap4 = 6
Baked direct light strengths, or blue split directional irradiance.
Lightmap5 = 7
Baked direct light shadows.
Lightmap6 = 8
Lightmap irradiance debug chart.
EnvironmentMap = 9
Environment cubemap for reflections.
ShadowDepthBufferDepth = 10
Shadow depth buffer for primary shadow pass.
BarnLightShadowDepth = 11
Shadow depth buffer for barn lights.
LightCookieTexture = 12
Light cookie texture (clamped wrap mode).
LightCookieTextureWrap = 13
Light cookie texture (repeat wrap mode).
WetnessWaves = 14
Scrolling wave normals and blotch mask.
SceneColor = 15
Resolved opaque scene color for refraction.
SceneDepth = 16
Resolved scene depth buffer.
WaterEffectsMap = 17
Screen space water effects map written by the water effects layer.
MorphCompositeTexture = 18
Morph composite texture for vertex animation.
Last = 18
Last reserved slot; equal to .

