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Deferred decals and shader-built geometry

RAGEEffects and decalsApplies toGTA V

Some effects modify existing surface properties rather than supplying a conventional coloured surface. Inspected decal families can alter only normal, specular, shadow or ambient terms; decal_dirt is a darkening mask. Observed · shader inspection

The final geometry can also depend on shader execution. cable widens lines using camera distance; grass_batch* builds instanced grass and grass_fur* builds shell-fur geometry in the vertex shader. Stored vertex positions alone do not describe the final visible surface of these effects. Observed · shader inspection

trees_shadow_proxy belongs to shadow rendering. The inspected shader classification also distinguishes particle, cloud, sky, radar, minimap and silhouette effects from ordinary world surfaces. Observed

Only the inspected cloth_* effects carry the older effect-record flag-8 classification associated with two-sided rendering; a banner observed from behind has mirrored text. The per-pass rasterizer table is the more direct source of culling state when available. Observed

Opacity, palette, night-only geometry and foam behaviour are described with the vertex-colour inputs; explicit blending and culling records are in SGD2. Observed

How is every generated geometry family parameterized?

The compiled shaders establish that geometry is generated or expanded, but a complete account of each family’s instance data and CPU draw submission is not established here. Unknown