* Only make render target 2D textures layered if needed * Shader cache version bump * Ensure topology is updated on channel swap
* Only enable clip distance if written to on shader * Signal InstanceId use through FeatureFlags * Shader cache version bump
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.