Params with multiple configurations (only F-params have this)
/shaders-core/vfx/blur_pcgl_30_features.vcs det.
F_GAUSSIAN_KERNEL (5) Gaussian Kernel
No Blur, 7 pixels wide, 9 pixels wide, 13 pixels wide, 25 pixels wide
/shaders-core/vfx/blur_pcgl_40_features.vcs det.
F_GAUSSIAN_KERNEL (5) Gaussian Kernel
No Blur, 7 pixels wide, 9 pixels wide, 13 pixels wide, 25 pixels wide
/shaders-core/vfx/generic_light_pcgl_30_features.vcs det.
F_SHADOW_MODE (2)
none, variance
/shaders-core/vfx/generic_light_pcgl_40_features.vcs det.
F_SHADOW_MODE (2)
none, variance
/shaders-core/vfx/sky_pcgl_30_features.vcs det.
F_TEXTURE_FORMAT (6) Format
HDR (float16), RGB (8-bit uncompressed), YCoCg (dxt compressed), Dxt1 (LDR), RGBM (dxt compressed), RGBM (8-bit uncompressed)
/shaders-core/vfx/sky_pcgl_40_features.vcs det.
F_TEXTURE_FORMAT (6) Format
HDR (float16), RGB (8-bit uncompressed), YCoCg (dxt compressed), Dxt1 (LDR), RGBM (dxt compressed), RGBM (8-bit uncompressed)
/shaders-core/vfx/spritecard_pcgl_30_features.vcs det.
F_PARTICLE_ORIENTATION (5)
Screen, ScreenZ, WorldZ, ParticleNormal, ScreenToParticleNormal
/shaders-core/vfx/spritecard_pcgl_30_features.vcs det.
F_TEXTURE_LAYERS (4)
None, TextureLayer1, TextureLayer2, TextureLayer3
/shaders-core/vfx/spritecard_pcgl_41_features.vcs det.
F_PARTICLE_ORIENTATION (5)
Screen, ScreenZ, WorldZ, ParticleNormal, ScreenToParticleNormal
/shaders-core/vfx/spritecard_pcgl_41_features.vcs det.
F_TEXTURE_LAYERS (4)
None, TextureLayer1, TextureLayer2, TextureLayer3
/shaders-core/vfx/ssao_pcgl_30_features.vcs det.
F_SSAO_QUALITY (3)
Low (9 Samples), Medium (16 Samples), High (25 Samples)
/shaders-core/vfx/ssao_pcgl_40_features.vcs det.
F_SSAO_QUALITY (3)
Low (9 Samples), Medium (16 Samples), High (25 Samples)
/shaders-core/vfx/tools_sprite_pcgl_30_features.vcs det.
F_ALPHA_TEST (3)
None, Separate Alpha (RGB+A), Embedded Alpha (RGBA)
/shaders-core/vfx/tools_sprite_pcgl_30_features.vcs det.
F_WORLD_SPACE_SIZE (2)
Size In Pixels, Size In World Space
/shaders-core/vfx/tools_sprite_pcgl_40_features.vcs det.
F_ALPHA_TEST (3)
None, Separate Alpha (RGB+A), Embedded Alpha (RGBA)
/shaders-core/vfx/tools_sprite_pcgl_40_features.vcs det.
F_WORLD_SPACE_SIZE (2)
Size In Pixels, Size In World Space
/shaders/vfx/blur_cs_pcgl_30_features.vcs det.
F_GAUSSIAN_KERNEL (5) Gaussian Kernel
No Blur, 7 pixels wide, 9 pixels wide, 13 pixels wide, 25 pixels wide
/shaders/vfx/blur_cs_pcgl_40_features.vcs det.
F_GAUSSIAN_KERNEL (5) Gaussian Kernel
No Blur, 7 pixels wide, 9 pixels wide, 13 pixels wide, 25 pixels wide
/shaders/vfx/blur_cs_pcgl_50_features.vcs det.
F_GAUSSIAN_KERNEL (5) Gaussian Kernel
No Blur, 7 pixels wide, 9 pixels wide, 13 pixels wide, 25 pixels wide
/shaders/vfx/blur_pcgl_30_features.vcs det.
F_GAUSSIAN_KERNEL (5) Gaussian Kernel
No Blur, 7 pixels wide, 9 pixels wide, 13 pixels wide, 25 pixels wide
/shaders/vfx/blur_pcgl_40_features.vcs det.
F_GAUSSIAN_KERNEL (5) Gaussian Kernel
No Blur, 7 pixels wide, 9 pixels wide, 13 pixels wide, 25 pixels wide
/shaders/vfx/deferred_post_process_experimental_pcgl_30_features.vcs det.
F_STYLE (2) Style
Default, Ink
/shaders/vfx/deferred_post_process_experimental_pcgl_40_features.vcs det.
F_STYLE (2) Style
Default, Ink
/shaders/vfx/global_lit_simple_pcgl_30_features.vcs det.
F_SCROLL_UV (3) Scroll UV
Disabled, Scroll Color Only, Scroll All Textures
/shaders/vfx/global_lit_simple_pcgl_40_features.vcs det.
F_SCROLL_UV (3) Scroll UV
Disabled, Scroll Color Only, Scroll All Textures
/shaders/vfx/hero_pcgl_30_features.vcs det.
F_DETAIL (4) Detail
None, Add, Add Self Illum, Mod2X
/shaders/vfx/hero_pcgl_30_features.vcs det.
F_DETAIL_2 (3) Detail
None, Add, Add Self Illum
/shaders/vfx/hero_pcgl_40_features.vcs det.
F_DETAIL (4) Detail
None, Add, Add Self Illum, Mod2X
/shaders/vfx/hero_pcgl_40_features.vcs det.
F_DETAIL_2 (3) Detail
None, Add, Add Self Illum
/shaders/vfx/multiblend_pcgl_30_features.vcs det.
F_LAYER_BORDER_TINT (3) Color Tint
Off, Old, New
/shaders/vfx/multiblend_pcgl_40_features.vcs det.
F_LAYER_BORDER_TINT (3) Color Tint
Off, Old, New
/shaders/vfx/projected_dota_pcgl_30_features.vcs det.
F_FALLOFF (3) Falloff Type
No falloff, Falloff on both sides, Falloff only on negative side
/shaders/vfx/projected_dota_pcgl_30_features.vcs det.
F_DETAIL (4) Detail
None, Add, Add Self Illum, Mod2X
/shaders/vfx/projected_dota_pcgl_40_features.vcs det.
F_FALLOFF (3) Falloff Type
No falloff, Falloff on both sides, Falloff only on negative side
/shaders/vfx/projected_dota_pcgl_40_features.vcs det.
F_DETAIL (4) Detail
None, Add, Add Self Illum, Mod2X
/shaders/vfx/spritecard_pcgl_30_features.vcs det.
F_PARTICLE_ORIENTATION (5)
Screen, ScreenZ, WorldZ, ParticleNormal, ScreenToParticleNormal
/shaders/vfx/spritecard_pcgl_30_features.vcs det.
F_TEXTURE_LAYERS (5)
None, TextureLayer1, TextureLayer2, TextureLayer3, TextureLayer4
/shaders/vfx/spritecard_pcgl_40_features.vcs det.
F_PARTICLE_ORIENTATION (5)
Screen, ScreenZ, WorldZ, ParticleNormal, ScreenToParticleNormal
/shaders/vfx/spritecard_pcgl_40_features.vcs det.
F_TEXTURE_LAYERS (5)
None, TextureLayer1, TextureLayer2, TextureLayer3, TextureLayer4
/shaders/vfx/water_dota_pcgl_30_features.vcs det.
F_FLOW_DEBUG (3) Flow
Off, Debug Flow Vectors, Debug Noise
/shaders/vfx/water_dota_pcgl_40_features.vcs det.
F_FLOW_DEBUG (3) Flow
Off, Debug Flow Vectors, Debug Noise