This page has been translated automatically.
编程
Fundamentals
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

How to Generate Shaders Cache

The shader_cache_d3d11.usc script is used to generate cache files for DirectX 11 shaders. It is located in the <SDK>/source/tools/Interpreter/scripts/render directory.

Inside the script text files you can modify definitions (such as quality, MSAA, used effects etc.) and materials list (for example, if you are not interested in generating shader cache for some of them).

Shader cache generation is available only for Windows platform. Requirements are the following:

  • Microsoft DirectX SDK (download for free).
  • Unigine Source SDK version.
  • The path to the Effect-Compiler Tool (fxc.exe) from Microsoft DirectX SDK should be included to the PATH system variable.

To generate shaders cache you need to do the following:

  1. Copy the usc_x64.exe (or usc_x86.exe) file to the <SDK>/source/tools/Interpreter/scripts/render directory.
  2. Execute the following command inside this folder (while pressing Shift button press the right mouse button and choose the Open command window here option):
    Source code
    usc_x64/usc_x86 shader_cache_d3d11.usc
  3. Output shaders cache will be generated inside the <SDK>/data folder.
Notice
Generally, generation with the default parameters takes 2-3 hours.
Last update: 2017-07-03
Build: ()