[Shaders] [Raster.Input.Triangle] VertexSize = 20 Index = RGB32_UINT Position = RGB32_SFLOAT UV = RG32_SFLOAT [Raster.Parameters] TextureAtlas = true [Raster.Outputs] Color0 = RGBA16_SRGB Depth = D32_SFLOAT [Shading.Parameters] TextureAtlas = true