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We have some HLSL shader code that makes use of the predefined shader semantics TEXCOORDX
to map enter streams. We now wish to assist Unreal as rendering back-end and see that they use ATTRIBUTEX
semantics as an alternative. Ideally, we might use the identical shader code for each rendering back-ends. The query now could be whether or not we will make Unreal conform and alter the shader semantics Unreal makes use of. I couldn’t discover the place Unreal defines these however perhaps a few of you may have an thought? Any different tips about the way to resolve this with out modifying the shader supply would even be vastly appreciated.
Thanks prematurely!
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