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Akin to static switching in UE4, and preprocessor definitions from ReShade, allowing features to def or undef macros for specific shaders and recompile on the fly. Better performance, as opposed to having dynamic branches in shader code.
The text was updated successfully, but these errors were encountered:
Akin to static switching in UE4, and preprocessor definitions from ReShade, allowing features to def or undef macros for specific shaders and recompile on the fly. Better performance, as opposed to having dynamic branches in shader code.
The text was updated successfully, but these errors were encountered: