[Present]
ResourcePrev_SRV = ResourceFakeT0_SRV
post $active0 = 0
post $active1 = 0
post $active2 = 0
post $active3 = 0
post $active4 = 0
post $active5 = 0
post $active6 = 0
post $active7 = 0
post $active8 = 0
post $active9 = 0
post $active10 = 0
post $active11 = 0
post $active12 = 0
post $swapkey5 = 0
post $swapkey6 = 0
post $swapkey7 = 0
;MARK:TextureOverrideIB
if $swapkey7 == 0 || $swapkey7 == 1
  $Freq_shape_10 = 1.0
else
  $Freq_shape_10 = 0.0
endif
if $active0 == 1 || $active1 == 1
    run = CustomShader_9cd919fa-101994-0_Anim
    run = CustomShader_68a7b70b-59301-0_Anim
endif

[ResourceDumpedCB1_UAV]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceDumpedCB1_SRV]
type = Buffer
stride = 16
array = 4096

[ResourceFakeCB1_UAV_10014]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceFakeCB1_10014]
type = Buffer
stride = 16
format = R32G32B32A32_UINT
array = 4096

[ResourceFakeT0_UAV_10014]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV_10014]
type = StructuredBuffer
stride = 16
array = 200000

[ResourceFakeCB1_UAV_101994]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceFakeCB1_101994]
type = Buffer
stride = 16
format = R32G32B32A32_UINT
array = 4096

[ResourceFakeT0_UAV_101994]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV_101994]
type = StructuredBuffer
stride = 16
array = 200000

[ResourceFakeCB1_UAV_117]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceFakeCB1_117]
type = Buffer
stride = 16
format = R32G32B32A32_UINT
array = 4096

[ResourceFakeT0_UAV_117]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV_117]
type = StructuredBuffer
stride = 16
array = 200000

[ResourceFakeCB1_UAV_16524]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceFakeCB1_16524]
type = Buffer
stride = 16
format = R32G32B32A32_UINT
array = 4096

[ResourceFakeT0_UAV_16524]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV_16524]
type = StructuredBuffer
stride = 16
array = 200000

[ResourceFakeCB1_UAV_2028]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceFakeCB1_2028]
type = Buffer
stride = 16
format = R32G32B32A32_UINT
array = 4096

[ResourceFakeT0_UAV_2028]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV_2028]
type = StructuredBuffer
stride = 16
array = 200000

[ResourceFakeCB1_UAV_20577]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceFakeCB1_20577]
type = Buffer
stride = 16
format = R32G32B32A32_UINT
array = 4096

[ResourceFakeT0_UAV_20577]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV_20577]
type = StructuredBuffer
stride = 16
array = 200000

[ResourceFakeCB1_UAV_2286]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceFakeCB1_2286]
type = Buffer
stride = 16
format = R32G32B32A32_UINT
array = 4096

[ResourceFakeT0_UAV_2286]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV_2286]
type = StructuredBuffer
stride = 16
array = 200000

[ResourceFakeCB1_UAV_24939]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceFakeCB1_24939]
type = Buffer
stride = 16
format = R32G32B32A32_UINT
array = 4096

[ResourceFakeT0_UAV_24939]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV_24939]
type = StructuredBuffer
stride = 16
array = 200000

[ResourceFakeCB1_UAV_27615]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceFakeCB1_27615]
type = Buffer
stride = 16
format = R32G32B32A32_UINT
array = 4096

[ResourceFakeT0_UAV_27615]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV_27615]
type = StructuredBuffer
stride = 16
array = 200000

[ResourceFakeCB1_UAV_4524]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceFakeCB1_4524]
type = Buffer
stride = 16
format = R32G32B32A32_UINT
array = 4096

[ResourceFakeT0_UAV_4524]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV_4524]
type = StructuredBuffer
stride = 16
array = 200000

[ResourceFakeCB1_UAV_59301]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceFakeCB1_59301]
type = Buffer
stride = 16
format = R32G32B32A32_UINT
array = 4096

[ResourceFakeT0_UAV_59301]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV_59301]
type = StructuredBuffer
stride = 16
array = 200000

[ResourceFakeCB1_UAV_69]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceFakeCB1_69]
type = Buffer
stride = 16
format = R32G32B32A32_UINT
array = 4096

[ResourceFakeT0_UAV_69]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV_69]
type = StructuredBuffer
stride = 16
array = 200000

[ResourceFakeCB1_UAV_777]
type = RWStructuredBuffer
stride = 16
array = 4096

[ResourceFakeCB1_777]
type = Buffer
stride = 16
format = R32G32B32A32_UINT
array = 4096

[ResourceFakeT0_UAV_777]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV_777]
type = StructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_UAV]
type = RWStructuredBuffer
stride = 16
array = 200000

[ResourceFakeT0_SRV]
type = StructuredBuffer
stride = 16
array = 200000

[ResourcePrev_SRV]
type = StructuredBuffer
stride = 16
array = 200000

[CustomShader_ExtractCB1]
vs = ./res/extract_cb1_vs.hlsl
ps = ./res/extract_cb1_ps.hlsl
ps-u7 = ResourceDumpedCB1_UAV
depth_enable = false
blend = ADD SRC_ALPHA INV_SRC_ALPHA
cull = none
topology = point_list
draw = 4096, 0
ps-u7 = null
ResourceDumpedCB1_SRV = copy ResourceDumpedCB1_UAV

[CustomShader_ExtractCaptureCB1]
vs = ./res/extract_capture_cb1_vs.hlsl
ps = ./res/extract_cb1_ps.hlsl
ps-u7 = ResourceDumpedCB1_UAV
depth_enable = false
blend = ADD SRC_ALPHA INV_SRC_ALPHA
cull = none
topology = point_list
draw = 4096, 0
ps-u7 = null
ResourceDumpedCB1_SRV = copy ResourceDumpedCB1_UAV

[CustomShader_RecordBones_10014]
cs = ./res/record_bones_cs.hlsl
cs-t0 = vs-t0
cs-t1 = ResourceDumpedCB1_SRV
cs-u1 = ResourceFakeT0_UAV_10014
dispatch = 12, 1, 1
cs-u1 = null
cs-t0 = null
cs-t1 = null
ResourceFakeT0_SRV_10014 = copy ResourceFakeT0_UAV_10014

[CustomShader_RedirectCB1_10014]
cs = ./res/redirect_cb1_cs.hlsl
cs-t0 = ResourceDumpedCB1_SRV
ResourceFakeCB1_UAV_10014 = copy ResourceDumpedCB1_SRV
cs-u0 = ResourceFakeCB1_UAV_10014
dispatch = 4, 1, 1
cs-u0 = null
cs-t0 = null
ResourceFakeCB1_10014 = copy ResourceFakeCB1_UAV_10014

[CustomShader_RecordBones_101994]
cs = ./res/record_bones_cs.hlsl
cs-t0 = vs-t0
cs-t1 = ResourceDumpedCB1_SRV
cs-u1 = ResourceFakeT0_UAV_101994
dispatch = 12, 1, 1
cs-u1 = null
cs-t0 = null
cs-t1 = null
ResourceFakeT0_SRV_101994 = copy ResourceFakeT0_UAV_101994

[CustomShader_RedirectCB1_101994]
cs = ./res/redirect_cb1_cs.hlsl
cs-t0 = ResourceDumpedCB1_SRV
ResourceFakeCB1_UAV_101994 = copy ResourceDumpedCB1_SRV
cs-u0 = ResourceFakeCB1_UAV_101994
dispatch = 4, 1, 1
cs-u0 = null
cs-t0 = null
ResourceFakeCB1_101994 = copy ResourceFakeCB1_UAV_101994

[CustomShader_RecordBones_117]
cs = ./res/record_bones_cs.hlsl
cs-t0 = vs-t0
cs-t1 = ResourceDumpedCB1_SRV
cs-u1 = ResourceFakeT0_UAV_117
dispatch = 12, 1, 1
cs-u1 = null
cs-t0 = null
cs-t1 = null
ResourceFakeT0_SRV_117 = copy ResourceFakeT0_UAV_117

[CustomShader_RedirectCB1_117]
cs = ./res/redirect_cb1_cs.hlsl
cs-t0 = ResourceDumpedCB1_SRV
ResourceFakeCB1_UAV_117 = copy ResourceDumpedCB1_SRV
cs-u0 = ResourceFakeCB1_UAV_117
dispatch = 4, 1, 1
cs-u0 = null
cs-t0 = null
ResourceFakeCB1_117 = copy ResourceFakeCB1_UAV_117

[CustomShader_RecordBones_16524]
cs = ./res/record_bones_cs.hlsl
cs-t0 = vs-t0
cs-t1 = ResourceDumpedCB1_SRV
cs-u1 = ResourceFakeT0_UAV_16524
dispatch = 12, 1, 1
cs-u1 = null
cs-t0 = null
cs-t1 = null
ResourceFakeT0_SRV_16524 = copy ResourceFakeT0_UAV_16524

[CustomShader_RedirectCB1_16524]
cs = ./res/redirect_cb1_cs.hlsl
cs-t0 = ResourceDumpedCB1_SRV
ResourceFakeCB1_UAV_16524 = copy ResourceDumpedCB1_SRV
cs-u0 = ResourceFakeCB1_UAV_16524
dispatch = 4, 1, 1
cs-u0 = null
cs-t0 = null
ResourceFakeCB1_16524 = copy ResourceFakeCB1_UAV_16524

[CustomShader_RecordBones_2028]
cs = ./res/record_bones_cs.hlsl
cs-t0 = vs-t0
cs-t1 = ResourceDumpedCB1_SRV
cs-u1 = ResourceFakeT0_UAV_2028
dispatch = 12, 1, 1
cs-u1 = null
cs-t0 = null
cs-t1 = null
ResourceFakeT0_SRV_2028 = copy ResourceFakeT0_UAV_2028

[CustomShader_RedirectCB1_2028]
cs = ./res/redirect_cb1_cs.hlsl
cs-t0 = ResourceDumpedCB1_SRV
ResourceFakeCB1_UAV_2028 = copy ResourceDumpedCB1_SRV
cs-u0 = ResourceFakeCB1_UAV_2028
dispatch = 4, 1, 1
cs-u0 = null
cs-t0 = null
ResourceFakeCB1_2028 = copy ResourceFakeCB1_UAV_2028

[CustomShader_RecordBones_20577]
cs = ./res/record_bones_cs.hlsl
cs-t0 = vs-t0
cs-t1 = ResourceDumpedCB1_SRV
cs-u1 = ResourceFakeT0_UAV_20577
dispatch = 12, 1, 1
cs-u1 = null
cs-t0 = null
cs-t1 = null
ResourceFakeT0_SRV_20577 = copy ResourceFakeT0_UAV_20577

[CustomShader_RedirectCB1_20577]
cs = ./res/redirect_cb1_cs.hlsl
cs-t0 = ResourceDumpedCB1_SRV
ResourceFakeCB1_UAV_20577 = copy ResourceDumpedCB1_SRV
cs-u0 = ResourceFakeCB1_UAV_20577
dispatch = 4, 1, 1
cs-u0 = null
cs-t0 = null
ResourceFakeCB1_20577 = copy ResourceFakeCB1_UAV_20577

[CustomShader_RecordBones_2286]
cs = ./res/record_bones_cs.hlsl
cs-t0 = vs-t0
cs-t1 = ResourceDumpedCB1_SRV
cs-u1 = ResourceFakeT0_UAV_2286
dispatch = 12, 1, 1
cs-u1 = null
cs-t0 = null
cs-t1 = null
ResourceFakeT0_SRV_2286 = copy ResourceFakeT0_UAV_2286

[CustomShader_RedirectCB1_2286]
cs = ./res/redirect_cb1_cs.hlsl
cs-t0 = ResourceDumpedCB1_SRV
ResourceFakeCB1_UAV_2286 = copy ResourceDumpedCB1_SRV
cs-u0 = ResourceFakeCB1_UAV_2286
dispatch = 4, 1, 1
cs-u0 = null
cs-t0 = null
ResourceFakeCB1_2286 = copy ResourceFakeCB1_UAV_2286

[CustomShader_RecordBones_24939]
cs = ./res/record_bones_cs.hlsl
cs-t0 = vs-t0
cs-t1 = ResourceDumpedCB1_SRV
cs-u1 = ResourceFakeT0_UAV_24939
dispatch = 12, 1, 1
cs-u1 = null
cs-t0 = null
cs-t1 = null
ResourceFakeT0_SRV_24939 = copy ResourceFakeT0_UAV_24939

[CustomShader_RedirectCB1_24939]
cs = ./res/redirect_cb1_cs.hlsl
cs-t0 = ResourceDumpedCB1_SRV
ResourceFakeCB1_UAV_24939 = copy ResourceDumpedCB1_SRV
cs-u0 = ResourceFakeCB1_UAV_24939
dispatch = 4, 1, 1
cs-u0 = null
cs-t0 = null
ResourceFakeCB1_24939 = copy ResourceFakeCB1_UAV_24939

[CustomShader_RecordBones_27615]
cs = ./res/record_bones_cs.hlsl
cs-t0 = vs-t0
cs-t1 = ResourceDumpedCB1_SRV
cs-u1 = ResourceFakeT0_UAV_27615
dispatch = 12, 1, 1
cs-u1 = null
cs-t0 = null
cs-t1 = null
ResourceFakeT0_SRV_27615 = copy ResourceFakeT0_UAV_27615

[CustomShader_RedirectCB1_27615]
cs = ./res/redirect_cb1_cs.hlsl
cs-t0 = ResourceDumpedCB1_SRV
ResourceFakeCB1_UAV_27615 = copy ResourceDumpedCB1_SRV
cs-u0 = ResourceFakeCB1_UAV_27615
dispatch = 4, 1, 1
cs-u0 = null
cs-t0 = null
ResourceFakeCB1_27615 = copy ResourceFakeCB1_UAV_27615

[CustomShader_RecordBones_4524]
cs = ./res/record_bones_cs.hlsl
cs-t0 = vs-t0
cs-t1 = ResourceDumpedCB1_SRV
cs-u1 = ResourceFakeT0_UAV_4524
dispatch = 12, 1, 1
cs-u1 = null
cs-t0 = null
cs-t1 = null
ResourceFakeT0_SRV_4524 = copy ResourceFakeT0_UAV_4524

[CustomShader_RedirectCB1_4524]
cs = ./res/redirect_cb1_cs.hlsl
cs-t0 = ResourceDumpedCB1_SRV
ResourceFakeCB1_UAV_4524 = copy ResourceDumpedCB1_SRV
cs-u0 = ResourceFakeCB1_UAV_4524
dispatch = 4, 1, 1
cs-u0 = null
cs-t0 = null
ResourceFakeCB1_4524 = copy ResourceFakeCB1_UAV_4524

[CustomShader_RecordBones_59301]
cs = ./res/record_bones_cs.hlsl
cs-t0 = vs-t0
cs-t1 = ResourceDumpedCB1_SRV
cs-u1 = ResourceFakeT0_UAV_59301
dispatch = 12, 1, 1
cs-u1 = null
cs-t0 = null
cs-t1 = null
ResourceFakeT0_SRV_59301 = copy ResourceFakeT0_UAV_59301

[CustomShader_RedirectCB1_59301]
cs = ./res/redirect_cb1_cs.hlsl
cs-t0 = ResourceDumpedCB1_SRV
ResourceFakeCB1_UAV_59301 = copy ResourceDumpedCB1_SRV
cs-u0 = ResourceFakeCB1_UAV_59301
dispatch = 4, 1, 1
cs-u0 = null
cs-t0 = null
ResourceFakeCB1_59301 = copy ResourceFakeCB1_UAV_59301

[CustomShader_RecordBones_69]
cs = ./res/record_bones_cs.hlsl
cs-t0 = vs-t0
cs-t1 = ResourceDumpedCB1_SRV
cs-u1 = ResourceFakeT0_UAV_69
dispatch = 12, 1, 1
cs-u1 = null
cs-t0 = null
cs-t1 = null
ResourceFakeT0_SRV_69 = copy ResourceFakeT0_UAV_69

[CustomShader_RedirectCB1_69]
cs = ./res/redirect_cb1_cs.hlsl
cs-t0 = ResourceDumpedCB1_SRV
ResourceFakeCB1_UAV_69 = copy ResourceDumpedCB1_SRV
cs-u0 = ResourceFakeCB1_UAV_69
dispatch = 4, 1, 1
cs-u0 = null
cs-t0 = null
ResourceFakeCB1_69 = copy ResourceFakeCB1_UAV_69

[CustomShader_RecordBones_777]
cs = ./res/record_bones_cs.hlsl
cs-t0 = vs-t0
cs-t1 = ResourceDumpedCB1_SRV
cs-u1 = ResourceFakeT0_UAV_777
dispatch = 12, 1, 1
cs-u1 = null
cs-t0 = null
cs-t1 = null
ResourceFakeT0_SRV_777 = copy ResourceFakeT0_UAV_777

[CustomShader_RedirectCB1_777]
cs = ./res/redirect_cb1_cs.hlsl
cs-t0 = ResourceDumpedCB1_SRV
ResourceFakeCB1_UAV_777 = copy ResourceDumpedCB1_SRV
cs-u0 = ResourceFakeCB1_UAV_777
dispatch = 4, 1, 1
cs-u0 = null
cs-t0 = null
ResourceFakeCB1_777 = copy ResourceFakeCB1_UAV_777

[ShaderOverridevs1000]
hash = f11c7e1dbf876a69
filter_index = 200
allow_duplicate_hash = overrule

[ShaderOverridevs1001]
hash = 303f45d5266d0369
filter_index = 201
allow_duplicate_hash = overrule

[ShaderOverridevs1002]
hash = 7b3a141f99cd9b39
filter_index = 201
allow_duplicate_hash = overrule

[ShaderOverridevs1003]
hash = 1479b2b594b9c91a
filter_index = 202
allow_duplicate_hash = overrule

[ShaderOverridevs1004]
hash = c6e55aaa8f4b3218
filter_index = 202
allow_duplicate_hash = overrule

[ShaderOverridevs1005]
hash = 784f11ae11c97112
filter_index = 203
allow_duplicate_hash = overrule

[ShaderOverridevs1006]
hash = f1b10202c73c72c3
filter_index = 204
allow_duplicate_hash = overrule

[ShaderOverridevs1007]
hash = 12ad3cc5f56f853c
filter_index = 204
allow_duplicate_hash = overrule

[ShaderOverridevs1008]
hash = 86cb3bc0a3e2e013
filter_index = 204
allow_duplicate_hash = overrule

[ShaderOverridevs1009]
hash = 906a3976f3e33cfb
filter_index = 204
allow_duplicate_hash = overrule

[ShaderOverridevs1010]
hash = 0ba16985f9f74f8d
filter_index = 204
allow_duplicate_hash = overrule

[ShaderOverridevs1011]
hash = 06c94dd56f447210
filter_index = 204
allow_duplicate_hash = overrule

[ShaderOverridevs1012]
hash = f47b1f797f5831d0
filter_index = 204
allow_duplicate_hash = overrule
[ResourceID_10014]
type = Buffer
format = R32_FLOAT
data = 0.0

[ResourceID_101994]
type = Buffer
format = R32_FLOAT
data = 1000.0

[ResourceID_117]
type = Buffer
format = R32_FLOAT
data = 2000.0

[ResourceID_16524]
type = Buffer
format = R32_FLOAT
data = 3000.0

[ResourceID_2028]
type = Buffer
format = R32_FLOAT
data = 4000.0

[ResourceID_20577]
type = Buffer
format = R32_FLOAT
data = 5000.0

[ResourceID_2286]
type = Buffer
format = R32_FLOAT
data = 6000.0

[ResourceID_24939]
type = Buffer
format = R32_FLOAT
data = 7000.0

[ResourceID_27615]
type = Buffer
format = R32_FLOAT
data = 8000.0

[ResourceID_4524]
type = Buffer
format = R32_FLOAT
data = 9000.0

[ResourceID_59301]
type = Buffer
format = R32_FLOAT
data = 10000.0

[ResourceID_69]
type = Buffer
format = R32_FLOAT
data = 11000.0

[ResourceID_777]
type = Buffer
format = R32_FLOAT
data = 12000.0
;MARK:Key

[KeySwap_0]
; 猫耳
condition = $active0 == 1 || $active1 == 1
key = ctrl up
type = cycle
$swapkey0 = 0,1,

[KeySwap_1]
; 面具
condition = $active0 == 1 || $active1 == 1
key = alt up
type = cycle
$swapkey1 = 0,1,

[KeySwap_2]
; 夹克外套
condition = $active0 == 1 || $active1 == 1
key = ctrl left
type = cycle
$swapkey2 = 0,1,

[KeySwap_3]
; 上衣
condition = $active0 == 1 || $active1 == 1
key = ctrl right
type = cycle
$swapkey3 = 0,1,2,3,

[KeySwap_5]
; 裙子
condition = $active0 == 1 || $active1 == 1
key = alt right
type = cycle
$swapkey4 = 0,1,

[KeySwap_8]
; 鞋子
condition = $active0 == 1 || $active1 == 1
key = ctrl down
type = cycle
$swapkey8 = 0,1,

[KeySwap_10]
; 白丝 黑丝
condition = $active0 == 1 || $active1 == 1
key = 6
type = cycle
$swapkey10 = 0,1,

;MARK:Constants

[Constants]
global persist $swapkey0 = 1
global persist $swapkey1 = 0
global persist $swapkey2 = 1
global persist $swapkey3 = 2
global persist $swapkey5 = 0
global persist $swapkey4 = 0
global persist $swapkey6 = 0
global persist $swapkey7 = 0
global persist $swapkey8 = 0
global persist $swapkey9 = 0
global persist $swapkey10 = 1
global $active0
global $active1
global $active2
global $active3
global $active4
global $active5
global $active6
global $active7
global $active8
global $active9
global $active10
global $active11
global $active12
;MARK:Present

; --- Auto-generated Shape Key Intensity Controls (Additive Blending) ---
; 控制形态键 '大腿勒肉' 的强度
global persist $Freq_shape_10 = 1

; --- Auto-generated Vertex Ranges for Shape Keys ---
global $SV_LOD09cd919fa_101994_0_ = 0
global $EV_LOD09cd919fa_101994_0_ = 69360
global $SV_LOD168a7b70b_59301_0_ = 0
global $EV_LOD168a7b70b_59301_0_ = 69360
post Resource_LOD0.9cd919fa_101994_0_Position = copy_desc Resource_LOD0.9cd919fa_101994_0_Position_0
post run = CustomShader_9cd919fa-101994-0_Anim
post Resource_LOD1.68a7b70b_59301_0_Position = copy_desc Resource_LOD1.68a7b70b_59301_0_Position_0
post run = CustomShader_68a7b70b-59301-0_Anim

[TextureOverride_LOD1.68a7b70b_59301_0]
hash = 68a7b70b
match_first_index = 0
match_index_count = 59301
handling = skip
analyse_options = deferred_ctx_immediate dump_rt dump_cb dump_vb dump_ib buf txt dds dump_tex dds symlink
run = CommandList\EFMIv1\OverrideTextures
ib = Resource_LOD1.68a7b70b_59301_0_Index
vb0 = Resource_LOD1.68a7b70b_59301_0_Position
vb1 = Resource_LOD1.68a7b70b_59301_0_Texcoord
vb2 = Resource_LOD1.68a7b70b_59301_0_Blend
vb3 = Resource_LOD1.68a7b70b_59301_0_Position
Resource\RabbitFx\Diffuse = ref Resource-68a7b70b-59301-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-68a7b70b-59301-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-68a7b70b-59301-0-NormalMap
run = CommandList\RabbitFx\SetTextures
;跨 iB 区域
if vs == 200
    run = CustomShader_ExtractCaptureCB1
    cs-t2 = ResourceID_59301
    run = CustomShader_RecordBones_59301
    run = CustomShader_RedirectCB1_59301
    vs-t0 = ResourceFakeT0_SRV_59301
    vs-cb1 = ResourceFakeCB1_59301
;所有需要跨 Ib 的物体引用
; [mesh:LOD1.68a7b70b-59301-0.素体 身体_copy] [vertex_count:66401]
Resource\RabbitFx\Diffuse = ref Resource-Body-DiffuseMap
Resource\RabbitFx\NormalMap = ref Resource-Body-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 397536,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
if vs == 201 || vs == 204
    run = CustomShader_ExtractCB1
    cs-t2 = ResourceID_59301
    run = CustomShader_RecordBones_59301
    run = CustomShader_RedirectCB1_59301
    vs-t0 = ResourceFakeT0_SRV_59301
    vs-cb2 = ResourceFakeCB1_59301
;所有需要跨 Ib 的物体引用
; [mesh:LOD1.68a7b70b-59301-0.素体 身体_copy] [vertex_count:66401]
Resource\RabbitFx\Diffuse = ref Resource-Body-DiffuseMap
Resource\RabbitFx\NormalMap = ref Resource-Body-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 397536,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
;跨 iB 区域
if vs == 200
    run = CustomShader_ExtractCaptureCB1
    cs-t2 = ResourceID_59301
    run = CustomShader_RecordBones_59301
    run = CustomShader_RedirectCB1_59301
    vs-t0 = ResourceFakeT0_SRV_59301
    vs-cb1 = ResourceFakeCB1_59301
;所有需要跨 Ib 的物体引用
if $swapkey5 == 0
  ; [mesh:LOD1.68a7b70b-59301-0.服装 连体衣_copy] [vertex_count:3563]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 20538,INSTANCE_COUNT,828996,0,FIRST_INSTANCE
endif
if $swapkey5 == 1
  ; [mesh:LOD1.68a7b70b-59301-0.服装 连体衣_chain2_copy] [vertex_count:3563]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 20538,INSTANCE_COUNT,828996,0,FIRST_INSTANCE
endif
if $swapkey7 == 0
  ; [mesh:LOD1.68a7b70b-59301-0.服装 丝袜_copy] [vertex_count:4856]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 28908,INSTANCE_COUNT,902364,0,FIRST_INSTANCE
endif
if $swapkey7 == 1
  ; [mesh:LOD1.68a7b70b-59301-0.服装 丝袜_chain2_copy] [vertex_count:4856]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 28908,INSTANCE_COUNT,902364,0,FIRST_INSTANCE
endif
endif
;不需要跨 Ib 的物体引用
if $swapkey2 == 0
  ; [mesh:LOD1.68a7b70b-59301-0.服装 夹克外套_copy] [vertex_count:52300]
Resource\RabbitFx\Diffuse = ref Resource-UV1+2-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV1+2-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV1+2-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 306846,INSTANCE_COUNT,397536,0,FIRST_INSTANCE
endif
if $swapkey3 == 0
  ; [mesh:LOD1.68a7b70b-59301-0.服装 领带_copy] [vertex_count:3423]
Resource\RabbitFx\Diffuse = ref Resource-UV3-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV3-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV3-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 19107,INSTANCE_COUNT,704382,0,FIRST_INSTANCE
  ; [mesh:LOD1.68a7b70b-59301-0.服装 上衣_copy] [vertex_count:7448]
Resource\RabbitFx\Diffuse = ref Resource-UV3-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV3-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV3-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 44076,INSTANCE_COUNT,723489,0,FIRST_INSTANCE
endif
if $swapkey3 == 2
  ; [mesh:LOD1.68a7b70b-59301-0.服装 领带_chain2_copy] [vertex_count:3423]
Resource\RabbitFx\Diffuse = ref Resource-UV3-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV3-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV3-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 19107,INSTANCE_COUNT,704382,0,FIRST_INSTANCE
endif
if $swapkey3 == 1
  ; [mesh:LOD1.68a7b70b-59301-0.服装 上衣_chain2_copy] [vertex_count:7448]
Resource\RabbitFx\Diffuse = ref Resource-UV3-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV3-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV3-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 44076,INSTANCE_COUNT,723489,0,FIRST_INSTANCE
endif
if $swapkey4 == 0
  ; [mesh:LOD1.68a7b70b-59301-0.服装 裙子_copy] [vertex_count:7865]
Resource\RabbitFx\Diffuse = ref Resource-UV3-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV3-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV3-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 44559,INSTANCE_COUNT,767565,0,FIRST_INSTANCE
endif
if $swapkey5 == 0
  ; [mesh:LOD1.68a7b70b-59301-0.服装 腰带_copy] [vertex_count:832]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 4512,INSTANCE_COUNT,812124,0,FIRST_INSTANCE
  ; [mesh:LOD1.68a7b70b-59301-0.服装 连体衣边缘_copy] [vertex_count:2391]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 12360,INSTANCE_COUNT,816636,0,FIRST_INSTANCE
endif
if $swapkey5 == 2
  ; [mesh:LOD1.68a7b70b-59301-0.服装 腰带_chain2_copy] [vertex_count:832]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 4512,INSTANCE_COUNT,812124,0,FIRST_INSTANCE
endif
if $swapkey5 == 1
  ; [mesh:LOD1.68a7b70b-59301-0.服装 连体衣边缘_chain2_copy] [vertex_count:2391]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 12360,INSTANCE_COUNT,816636,0,FIRST_INSTANCE
endif
if $swapkey6 == 0
  ; [mesh:LOD1.68a7b70b-59301-0.服装 手袖_copy] [vertex_count:4960]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 29136,INSTANCE_COUNT,849534,0,FIRST_INSTANCE
endif
if $swapkey6 == 1
  ; [mesh:LOD1.68a7b70b-59301-0.服装 手袖_chain2_copy] [vertex_count:4960]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 29136,INSTANCE_COUNT,849534,0,FIRST_INSTANCE
endif
if $swapkey7 == 0
  ; [mesh:LOD1.68a7b70b-59301-0.服装 腿环_copy] [vertex_count:3650]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 20718,INSTANCE_COUNT,878670,0,FIRST_INSTANCE
  ; [mesh:LOD1.68a7b70b-59301-0.服装 丝袜收束口_copy] [vertex_count:492]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 2976,INSTANCE_COUNT,899388,0,FIRST_INSTANCE
endif
if $swapkey7 == 1
  ; [mesh:LOD1.68a7b70b-59301-0.服装 丝袜收束口_chain2_copy] [vertex_count:492]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 2976,INSTANCE_COUNT,899388,0,FIRST_INSTANCE
endif
if $swapkey8 == 0
  ; [mesh:LOD1.68a7b70b-59301-0.服装 鞋子_copy] [vertex_count:36284]
Resource\RabbitFx\Diffuse = ref Resource-UV6-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV6-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV6-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 206970,INSTANCE_COUNT,931272,0,FIRST_INSTANCE
endif
;跨 IB 身份块,绘制 16524 需要跨 Ib 的物体引用
if vs == 202 || vs == 203
    cs-t2 = ResourceID_16524
    run = CustomShader_RedirectCB1_16524
    vs-t0 = ResourceFakeT0_SRV_16524
    vs-cb2 = ResourceFakeCB1_16524
    ;跨 IB 块数据区域
    vb0 = Resource_LOD0.fa04a7b6_16524_0_Position
    vb1 = Resource_LOD0.fa04a7b6_16524_0_Texcoord
    vb2 = Resource_LOD0.fa04a7b6_16524_0_Blend
    vb3 = Resource_LOD0.fa04a7b6_16524_0_Position
    ib = Resource_LOD0.fa04a7b6_16524_0_Index
;所有需要跨 Ib 的物体引用
if $swapkey6 == 0
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
endif
if $swapkey6 == 2
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
endif
endif
post vs-cb1 = null
post vs-cb2 = null
post vs-t0 = null
post cs-t2 = null
$active0 = 1

[TextureOverride_LOD0.9cd919fa_101994_0]
hash = 9cd919fa
match_first_index = 0
match_index_count = 101994
handling = skip
analyse_options = deferred_ctx_immediate dump_rt dump_cb dump_vb dump_ib buf txt dds dump_tex dds symlink
run = CommandList\EFMIv1\OverrideTextures
ib = Resource_LOD0.9cd919fa_101994_0_Index
vb0 = Resource_LOD0.9cd919fa_101994_0_Position
vb1 = Resource_LOD0.9cd919fa_101994_0_Texcoord
vb2 = Resource_LOD0.9cd919fa_101994_0_Blend
vb3 = Resource_LOD0.9cd919fa_101994_0_Position
Resource\RabbitFx\Diffuse = ref Resource-9cd919fa-101994-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-9cd919fa-101994-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-9cd919fa-101994-0-NormalMap
run = CommandList\RabbitFx\SetTextures
;跨 iB 区域
if vs == 200
    run = CustomShader_ExtractCaptureCB1
    cs-t2 = ResourceID_101994
    run = CustomShader_RecordBones_101994
    run = CustomShader_RedirectCB1_101994
    vs-t0 = ResourceFakeT0_SRV_101994
    vs-cb1 = ResourceFakeCB1_101994
;所有需要跨 Ib 的物体引用
; [mesh:LOD0.9cd919fa-101994-0.素体 身体_copy] [vertex_count:66401]
Resource\RabbitFx\Diffuse = ref Resource-Body-DiffuseMap
Resource\RabbitFx\NormalMap = ref Resource-Body-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 397536,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
if vs == 201 || vs == 204
    run = CustomShader_ExtractCB1
    cs-t2 = ResourceID_101994
    run = CustomShader_RecordBones_101994
    run = CustomShader_RedirectCB1_101994
    vs-t0 = ResourceFakeT0_SRV_101994
    vs-cb2 = ResourceFakeCB1_101994
;所有需要跨 Ib 的物体引用
; [mesh:LOD0.9cd919fa-101994-0.素体 身体_copy] [vertex_count:66401]
Resource\RabbitFx\Diffuse = ref Resource-Body-DiffuseMap
Resource\RabbitFx\NormalMap = ref Resource-Body-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 397536,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
;跨 iB 区域
if vs == 200
    run = CustomShader_ExtractCaptureCB1
    cs-t2 = ResourceID_101994
    run = CustomShader_RecordBones_101994
    run = CustomShader_RedirectCB1_101994
    vs-t0 = ResourceFakeT0_SRV_101994
    vs-cb1 = ResourceFakeCB1_101994
;所有需要跨 Ib 的物体引用
if $swapkey5 == 0
  ; [mesh:LOD0.9cd919fa-101994-0.服装 连体衣_copy] [vertex_count:3563]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 20538,INSTANCE_COUNT,828996,0,FIRST_INSTANCE
endif
if $swapkey5 == 1
  ; [mesh:LOD0.9cd919fa-101994-0.服装 连体衣_copy] [vertex_count:3563]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 20538,INSTANCE_COUNT,828996,0,FIRST_INSTANCE
endif
if $swapkey7 == 0
  ; [mesh:LOD0.9cd919fa-101994-0.服装 丝袜_copy] [vertex_count:4856]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 28908,INSTANCE_COUNT,902364,0,FIRST_INSTANCE
endif
if $swapkey7 == 1
  ; [mesh:LOD0.9cd919fa-101994-0.服装 丝袜_copy] [vertex_count:4856]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 28908,INSTANCE_COUNT,902364,0,FIRST_INSTANCE
endif
endif
;不需要跨 Ib 的物体引用
if $swapkey2 == 0
  ; [mesh:LOD0.9cd919fa-101994-0.服装 夹克外套_copy] [vertex_count:52300]
Resource\RabbitFx\Diffuse = ref Resource-UV1+2-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV1+2-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV1+2-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 306846,INSTANCE_COUNT,397536,0,FIRST_INSTANCE
endif
if $swapkey3 == 0
  ; [mesh:LOD0.9cd919fa-101994-0.服装 领带_copy] [vertex_count:3423]
Resource\RabbitFx\Diffuse = ref Resource-UV3-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV3-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV3-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 19107,INSTANCE_COUNT,704382,0,FIRST_INSTANCE
  ; [mesh:LOD0.9cd919fa-101994-0.服装 上衣_copy] [vertex_count:7448]
Resource\RabbitFx\Diffuse = ref Resource-UV3-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV3-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV3-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 44076,INSTANCE_COUNT,723489,0,FIRST_INSTANCE
endif
if $swapkey3 == 2
  ; [mesh:LOD0.9cd919fa-101994-0.服装 领带_copy] [vertex_count:3423]
Resource\RabbitFx\Diffuse = ref Resource-UV3-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV3-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV3-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 19107,INSTANCE_COUNT,704382,0,FIRST_INSTANCE
endif
if $swapkey3 == 1
  ; [mesh:LOD0.9cd919fa-101994-0.服装 上衣_copy] [vertex_count:7448]
Resource\RabbitFx\Diffuse = ref Resource-UV3-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV3-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV3-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 44076,INSTANCE_COUNT,723489,0,FIRST_INSTANCE
endif
if $swapkey4 == 0
  ; [mesh:LOD0.9cd919fa-101994-0.服装 裙子_copy] [vertex_count:7865]
Resource\RabbitFx\Diffuse = ref Resource-UV3-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV3-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV3-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 44559,INSTANCE_COUNT,767565,0,FIRST_INSTANCE
endif
if $swapkey5 == 0
  ; [mesh:LOD0.9cd919fa-101994-0.服装 腰带_copy] [vertex_count:832]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 4512,INSTANCE_COUNT,812124,0,FIRST_INSTANCE
  ; [mesh:LOD0.9cd919fa-101994-0.服装 连体衣边缘_copy] [vertex_count:2391]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 12360,INSTANCE_COUNT,816636,0,FIRST_INSTANCE
endif
if $swapkey5 == 2
  ; [mesh:LOD0.9cd919fa-101994-0.服装 腰带_copy] [vertex_count:832]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 4512,INSTANCE_COUNT,812124,0,FIRST_INSTANCE
endif
if $swapkey5 == 1
  ; [mesh:LOD0.9cd919fa-101994-0.服装 连体衣边缘_copy] [vertex_count:2391]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 12360,INSTANCE_COUNT,816636,0,FIRST_INSTANCE
endif
if $swapkey6 == 0
  ; [mesh:LOD0.9cd919fa-101994-0.服装 手袖_copy] [vertex_count:4960]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 29136,INSTANCE_COUNT,849534,0,FIRST_INSTANCE
endif
if $swapkey6 == 1
  ; [mesh:LOD0.9cd919fa-101994-0.服装 手袖_copy] [vertex_count:4960]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 29136,INSTANCE_COUNT,849534,0,FIRST_INSTANCE
endif
if $swapkey7 == 0
  ; [mesh:LOD0.9cd919fa-101994-0.服装 腿环_copy] [vertex_count:3650]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 20718,INSTANCE_COUNT,878670,0,FIRST_INSTANCE
  ; [mesh:LOD0.9cd919fa-101994-0.服装 丝袜收束口_copy] [vertex_count:492]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 2976,INSTANCE_COUNT,899388,0,FIRST_INSTANCE
endif
if $swapkey7 == 1
  ; [mesh:LOD0.9cd919fa-101994-0.服装 丝袜收束口_copy] [vertex_count:492]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 2976,INSTANCE_COUNT,899388,0,FIRST_INSTANCE
endif
if $swapkey8 == 0
  ; [mesh:LOD0.9cd919fa-101994-0.服装 鞋子_copy] [vertex_count:36284]
Resource\RabbitFx\Diffuse = ref Resource-UV6-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV6-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV6-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 206970,INSTANCE_COUNT,931272,0,FIRST_INSTANCE
endif
;跨 IB 身份块,绘制 16524 需要跨 Ib 的物体引用
if vs == 202 || vs == 203
    cs-t2 = ResourceID_16524
    run = CustomShader_RedirectCB1_16524
    vs-t0 = ResourceFakeT0_SRV_16524
    vs-cb2 = ResourceFakeCB1_16524
    ;跨 IB 块数据区域
    vb0 = Resource_LOD0.fa04a7b6_16524_0_Position
    vb1 = Resource_LOD0.fa04a7b6_16524_0_Texcoord
    vb2 = Resource_LOD0.fa04a7b6_16524_0_Blend
    vb3 = Resource_LOD0.fa04a7b6_16524_0_Position
    ib = Resource_LOD0.fa04a7b6_16524_0_Index
;所有需要跨 Ib 的物体引用
if $swapkey6 == 0
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
endif
if $swapkey6 == 2
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
endif
endif
post vs-cb1 = null
post vs-cb2 = null
post vs-t0 = null
post cs-t2 = null
$active1 = 1

[TextureOverride_LOD0.fa04a7b6_16524_0]
hash = fa04a7b6
match_first_index = 0
match_index_count = 16524
handling = skip
analyse_options = deferred_ctx_immediate dump_rt dump_cb dump_vb dump_ib buf txt dds dump_tex dds symlink
run = CommandList\EFMIv1\OverrideTextures
ib = Resource_LOD0.fa04a7b6_16524_0_Index
vb0 = Resource_LOD0.fa04a7b6_16524_0_Position
vb1 = Resource_LOD0.fa04a7b6_16524_0_Texcoord
vb2 = Resource_LOD0.fa04a7b6_16524_0_Blend
vb3 = Resource_LOD0.fa04a7b6_16524_0_Position
Resource\RabbitFx\Diffuse = ref Resource-fa04a7b6-16524-0-DiffuseMap
Resource\RabbitFx\NormalMap = ref Resource-fa04a7b6-16524-0-NormalMap
run = CommandList\RabbitFx\SetTextures
;跨 iB 区域
if vs == 200
    run = CustomShader_ExtractCaptureCB1
    cs-t2 = ResourceID_16524
    run = CustomShader_RecordBones_16524
    run = CustomShader_RedirectCB1_16524
    vs-t0 = ResourceFakeT0_SRV_16524
    vs-cb1 = ResourceFakeCB1_16524
;所有需要跨 Ib 的物体引用
if $swapkey6 == 0
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
endif
if $swapkey6 == 2
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
endif
endif
if vs == 201 || vs == 204
    run = CustomShader_ExtractCB1
    cs-t2 = ResourceID_16524
    run = CustomShader_RecordBones_16524
    run = CustomShader_RedirectCB1_16524
    vs-t0 = ResourceFakeT0_SRV_16524
    vs-cb2 = ResourceFakeCB1_16524
;所有需要跨 Ib 的物体引用
if $swapkey6 == 0
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
endif
if $swapkey6 == 2
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
  ; [mesh:LOD0.fa04a7b6-16524-0.服装 手套_copy] [vertex_count:1894]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 10824,INSTANCE_COUNT,124074,0,FIRST_INSTANCE
endif
endif
;不需要跨 Ib 的物体引用
; [mesh:LOD0.fa04a7b6-16524-0.素体 手 脖子_copy] [vertex_count:20738]
Resource\RabbitFx\Diffuse = ref Resource-Body-DiffuseMap
Resource\RabbitFx\NormalMap = ref Resource-Body-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 124074,INSTANCE_COUNT,0,0,FIRST_INSTANCE
;跨 IB 身份块,绘制 101994 需要跨 Ib 的物体引用
if vs == 202 || vs == 203
    cs-t2 = ResourceID_101994
    run = CustomShader_RedirectCB1_101994
    vs-t0 = ResourceFakeT0_SRV_101994
    vs-cb2 = ResourceFakeCB1_101994
    ;跨 IB 块数据区域
    vb0 = Resource_LOD0.9cd919fa_101994_0_Position
    vb1 = Resource_LOD0.9cd919fa_101994_0_Texcoord
    vb2 = Resource_LOD0.9cd919fa_101994_0_Blend
    vb3 = Resource_LOD0.9cd919fa_101994_0_Position
    ib = Resource_LOD0.9cd919fa_101994_0_Index
;所有需要跨 Ib 的物体引用
if $active1 == 1
; [mesh:LOD0.9cd919fa-101994-0.素体 身体_copy] [vertex_count:66401]
Resource\RabbitFx\Diffuse = ref Resource-Body-DiffuseMap
Resource\RabbitFx\NormalMap = ref Resource-Body-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 397536,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
endif
;跨 IB 身份块,绘制 59301 需要跨 Ib 的物体引用
if vs == 202 || vs == 203
    cs-t2 = ResourceID_59301
    run = CustomShader_RedirectCB1_59301
    vs-t0 = ResourceFakeT0_SRV_59301
    vs-cb2 = ResourceFakeCB1_59301
    ;跨 IB 块数据区域
    vb0 = Resource_LOD1.68a7b70b_59301_0_Position
    vb1 = Resource_LOD1.68a7b70b_59301_0_Texcoord
    vb2 = Resource_LOD1.68a7b70b_59301_0_Blend
    vb3 = Resource_LOD1.68a7b70b_59301_0_Position
    ib = Resource_LOD1.68a7b70b_59301_0_Index
;所有需要跨 Ib 的物体引用
if $active0 == 1 && $active1 == 0
; [mesh:LOD1.68a7b70b-59301-0.素体 身体_copy] [vertex_count:66401]
Resource\RabbitFx\Diffuse = ref Resource-Body-DiffuseMap
Resource\RabbitFx\NormalMap = ref Resource-Body-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 397536,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
endif
post vs-cb1 = null
post vs-cb2 = null
post vs-t0 = null
post cs-t2 = null
$active2 = 1

[TextureOverride_LOD1.fc36f44e_24939_0]
hash = fc36f44e
match_first_index = 0
match_index_count = 24939
handling = skip
run = CommandList\EFMIv1\OverrideTextures
ib = Resource_LOD1.fc36f44e_24939_0_Index
vb0 = Resource_LOD1.fc36f44e_24939_0_Position
vb1 = Resource_LOD1.fc36f44e_24939_0_Texcoord
vb2 = Resource_LOD1.fc36f44e_24939_0_Blend
vb3 = Resource_LOD1.fc36f44e_24939_0_Position
Resource\RabbitFx\Diffuse = ref Resource-fc36f44e-24939-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-fc36f44e-24939-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-fc36f44e-24939-0-NormalMap
run = CommandList\RabbitFx\SetTextures
if $swapkey0 == 0
  ; [mesh:LOD1.fc36f44e-24939-0.服装 猫耳_copy] [vertex_count:5838]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 32040,INSTANCE_COUNT,0,0,FIRST_INSTANCE
  ; [mesh:LOD1.fc36f44e-24939-0.头发_copy] [vertex_count:7900]
Resource\RabbitFx\Diffuse = ref Resource-fc36f44e-24939-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-fc36f44e-24939-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-fc36f44e-24939-0-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 27615,INSTANCE_COUNT,32040,0,FIRST_INSTANCE
endif
if $swapkey0 == 1
  ; [mesh:LOD1.fc36f44e-24939-0.头发_chain2_copy] [vertex_count:7900]
Resource\RabbitFx\Diffuse = ref Resource-fc36f44e-24939-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-fc36f44e-24939-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-fc36f44e-24939-0-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 27615,INSTANCE_COUNT,32040,0,FIRST_INSTANCE
endif
$active3 = 1

[TextureOverride_LOD0.638e0992_27615_0]
hash = 638e0992
match_first_index = 0
match_index_count = 27615
handling = skip
run = CommandList\EFMIv1\OverrideTextures
ib = Resource_LOD0.638e0992_27615_0_Index
vb0 = Resource_LOD0.638e0992_27615_0_Position
vb1 = Resource_LOD0.638e0992_27615_0_Texcoord
vb2 = Resource_LOD0.638e0992_27615_0_Blend
vb3 = Resource_LOD0.638e0992_27615_0_Position
Resource\RabbitFx\Diffuse = ref Resource-638e0992-27615-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-638e0992-27615-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-638e0992-27615-0-NormalMap
run = CommandList\RabbitFx\SetTextures
if $swapkey0 == 0
  ; [mesh:LOD0.638e0992-27615-0.服装 猫耳_copy] [vertex_count:5838]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 32040,INSTANCE_COUNT,0,0,FIRST_INSTANCE
  ; [mesh:LOD0.638e0992-27615-0.头发_copy] [vertex_count:7900]
Resource\RabbitFx\Diffuse = ref Resource-638e0992-27615-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-638e0992-27615-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-638e0992-27615-0-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 27615,INSTANCE_COUNT,32040,0,FIRST_INSTANCE
endif
if $swapkey0 == 1
  ; [mesh:LOD0.638e0992-27615-0.头发_copy] [vertex_count:7900]
Resource\RabbitFx\Diffuse = ref Resource-638e0992-27615-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-638e0992-27615-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-638e0992-27615-0-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 27615,INSTANCE_COUNT,32040,0,FIRST_INSTANCE
endif
$active4 = 1

[TextureOverride_LOD1.070d7b84_2028_0]
hash = 070d7b84
match_first_index = 0
match_index_count = 2028
handling = skip
run = CommandList\EFMIv1\OverrideTextures
ib = Resource_LOD1.070d7b84_2028_0_Index
vb0 = Resource_LOD1.070d7b84_2028_0_Position
vb1 = Resource_LOD1.070d7b84_2028_0_Texcoord
vb2 = Resource_LOD1.070d7b84_2028_0_Blend
vb3 = Resource_LOD1.070d7b84_2028_0_Position
Resource\RabbitFx\Diffuse = ref Resource-070d7b84-2028-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-070d7b84-2028-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-070d7b84-2028-0-NormalMap
run = CommandList\RabbitFx\SetTextures
if $swapkey1 == 1
  ; [mesh:LOD1.070d7b84-2028-0.面具_copy] [vertex_count:1548]
  drawindexedinstanced = 4524,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
$active5 = 1

[TextureOverride_LOD0.5825df15_4524_0]
hash = 5825df15
match_first_index = 0
match_index_count = 4524
handling = skip
run = CommandList\EFMIv1\OverrideTextures
ib = Resource_LOD0.5825df15_4524_0_Index
vb0 = Resource_LOD0.5825df15_4524_0_Position
vb1 = Resource_LOD0.5825df15_4524_0_Texcoord
vb2 = Resource_LOD0.5825df15_4524_0_Blend
vb3 = Resource_LOD0.5825df15_4524_0_Position
Resource\RabbitFx\Diffuse = ref Resource-5825df15-4524-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-5825df15-4524-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-5825df15-4524-0-NormalMap
run = CommandList\RabbitFx\SetTextures
if $swapkey1 == 1
  ; [mesh:LOD0.5825df15-4524-0.面具_copy] [vertex_count:1548]
  drawindexedinstanced = 4524,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
$active6 = 1

[TextureOverride_LOD1.c74fffeb_69_0]
hash = c74fffeb
match_first_index = 0
match_index_count = 69
handling = skip
run = CommandList\EFMIv1\OverrideTextures
ib = Resource_LOD1.c74fffeb_69_0_Index
vb0 = Resource_LOD1.c74fffeb_69_0_Position
vb1 = Resource_LOD1.c74fffeb_69_0_Texcoord
vb2 = Resource_LOD1.c74fffeb_69_0_Blend
vb3 = Resource_LOD1.c74fffeb_69_0_Position
run = CommandList\RabbitFx\SetTextures
if $swapkey1 == 1
  ; [mesh:LOD1.c74fffeb-69-0.面具阴影_copy] [vertex_count:40]
Resource\RabbitFx\Diffuse = ref Resource-070d7b84-2028-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-070d7b84-2028-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-070d7b84-2028-0-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 117,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
$active7 = 1

[TextureOverride_LOD0.b1f947ec_117_0]
hash = b1f947ec
match_first_index = 0
match_index_count = 117
handling = skip
run = CommandList\EFMIv1\OverrideTextures
ib = Resource_LOD0.b1f947ec_117_0_Index
vb0 = Resource_LOD0.b1f947ec_117_0_Position
vb1 = Resource_LOD0.b1f947ec_117_0_Texcoord
vb2 = Resource_LOD0.b1f947ec_117_0_Blend
vb3 = Resource_LOD0.b1f947ec_117_0_Position
run = CommandList\RabbitFx\SetTextures
if $swapkey1 == 1
  ; [mesh:LOD0.b1f947ec-117-0.面具阴影_copy] [vertex_count:40]
Resource\RabbitFx\Diffuse = ref Resource-5825df15-4524-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-5825df15-4524-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-5825df15-4524-0-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 117,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
$active8 = 1

[TextureOverride_LOD1.38e34aa3_777_0]
hash = 38e34aa3
match_first_index = 0
match_index_count = 777
handling = skip
analyse_options = deferred_ctx_immediate dump_rt dump_cb dump_vb dump_ib buf txt dds dump_tex dds symlink
run = CommandList\EFMIv1\OverrideTextures
ib = Resource_LOD1.38e34aa3_777_0_Index
vb0 = Resource_LOD1.38e34aa3_777_0_Position
vb1 = Resource_LOD1.38e34aa3_777_0_Texcoord
vb2 = Resource_LOD1.38e34aa3_777_0_Blend
vb3 = Resource_LOD1.38e34aa3_777_0_Position
Resource\RabbitFx\Diffuse = ref Resource-38e34aa3-777-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-38e34aa3-777-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-38e34aa3-777-0-NormalMap
run = CommandList\RabbitFx\SetTextures
if $swapkey9 == 1
  ; [mesh:LOD1.38e34aa3-777-0.横裙_copy] [vertex_count:470]
  drawindexedinstanced = 2286,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
;跨 IB 身份块,绘制 59301 需要跨 Ib 的物体引用
if vs == 202 || vs == 203
    cs-t2 = ResourceID_59301
    run = CustomShader_RedirectCB1_59301
    vs-t0 = ResourceFakeT0_SRV_59301
    vs-cb2 = ResourceFakeCB1_59301
    ;跨 IB 块数据区域
    vb0 = Resource_LOD1.68a7b70b_59301_0_Position
    vb1 = Resource_LOD1.68a7b70b_59301_0_Texcoord
    vb2 = Resource_LOD1.68a7b70b_59301_0_Blend
    vb3 = Resource_LOD1.68a7b70b_59301_0_Position
    ib = Resource_LOD1.68a7b70b_59301_0_Index
;所有需要跨 Ib 的物体引用
if $swapkey5 == 0
  ; [mesh:LOD1.68a7b70b-59301-0.服装 连体衣_copy] [vertex_count:3563]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 20538,INSTANCE_COUNT,828996,0,FIRST_INSTANCE
endif
if $swapkey5 == 1
  ; [mesh:LOD1.68a7b70b-59301-0.服装 连体衣_chain2_copy] [vertex_count:3563]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 20538,INSTANCE_COUNT,828996,0,FIRST_INSTANCE
endif
if $swapkey7 == 0
  ; [mesh:LOD1.68a7b70b-59301-0.服装 丝袜_copy] [vertex_count:4856]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 28908,INSTANCE_COUNT,902364,0,FIRST_INSTANCE
endif
if $swapkey7 == 1
  ; [mesh:LOD1.68a7b70b-59301-0.服装 丝袜_chain2_copy] [vertex_count:4856]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 28908,INSTANCE_COUNT,902364,0,FIRST_INSTANCE
endif
endif
post vs-cb1 = null
post vs-cb2 = null
post vs-t0 = null
post cs-t2 = null
$active9 = 1

[TextureOverride_LOD0.316571b5_2286_0]
hash = 316571b5
match_first_index = 0
match_index_count = 2286
handling = skip
analyse_options = deferred_ctx_immediate dump_rt dump_cb dump_vb dump_ib buf txt dds dump_tex dds symlink
run = CommandList\EFMIv1\OverrideTextures
ib = Resource_LOD0.316571b5_2286_0_Index
vb0 = Resource_LOD0.316571b5_2286_0_Position
vb1 = Resource_LOD0.316571b5_2286_0_Texcoord
vb2 = Resource_LOD0.316571b5_2286_0_Blend
vb3 = Resource_LOD0.316571b5_2286_0_Position
Resource\RabbitFx\Diffuse = ref Resource-316571b5-2286-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-316571b5-2286-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-316571b5-2286-0-NormalMap
run = CommandList\RabbitFx\SetTextures
if $swapkey9 == 1
  ; [mesh:LOD0.316571b5-2286-0.横裙_copy] [vertex_count:470]
  drawindexedinstanced = 2286,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
;跨 IB 身份块,绘制 101994 需要跨 Ib 的物体引用
if vs == 202 || vs == 203
    cs-t2 = ResourceID_101994
    run = CustomShader_RedirectCB1_101994
    vs-t0 = ResourceFakeT0_SRV_101994
    vs-cb2 = ResourceFakeCB1_101994
    ;跨 IB 块数据区域
    vb0 = Resource_LOD0.9cd919fa_101994_0_Position
    vb1 = Resource_LOD0.9cd919fa_101994_0_Texcoord
    vb2 = Resource_LOD0.9cd919fa_101994_0_Blend
    vb3 = Resource_LOD0.9cd919fa_101994_0_Position
    ib = Resource_LOD0.9cd919fa_101994_0_Index
;所有需要跨 Ib 的物体引用
if $swapkey5 == 0
  ; [mesh:LOD0.9cd919fa-101994-0.服装 连体衣_copy] [vertex_count:3563]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 20538,INSTANCE_COUNT,828996,0,FIRST_INSTANCE
endif
if $swapkey5 == 1
  ; [mesh:LOD0.9cd919fa-101994-0.服装 连体衣_copy] [vertex_count:3563]
Resource\RabbitFx\Diffuse = ref Resource-UV4-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-UV4-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV4-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 20538,INSTANCE_COUNT,828996,0,FIRST_INSTANCE
endif
if $swapkey7 == 0
  ; [mesh:LOD0.9cd919fa-101994-0.服装 丝袜_copy] [vertex_count:4856]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 28908,INSTANCE_COUNT,902364,0,FIRST_INSTANCE
endif
if $swapkey7 == 1
  ; [mesh:LOD0.9cd919fa-101994-0.服装 丝袜_copy] [vertex_count:4856]
if $swapkey10 == 1
Resource\RabbitFx\Diffuse = ref Resource-UV5-Black-DiffuseMap
else
Resource\RabbitFx\Diffuse = ref Resource-UV5-DiffuseMap
endif
Resource\RabbitFx\LightMap = ref Resource-UV5-LightMap
Resource\RabbitFx\NormalMap = ref Resource-UV5-NormalMap
run = CommandList\RabbitFx\SetTextures
  drawindexedinstanced = 28908,INSTANCE_COUNT,902364,0,FIRST_INSTANCE
endif
endif
post vs-cb1 = null
post vs-cb2 = null
post vs-t0 = null
post cs-t2 = null
$active10 = 1

[TextureOverride_LOD1.e2055625_10014_0]
hash = e2055625
match_first_index = 0
match_index_count = 10014
handling = skip
run = CommandList\EFMIv1\OverrideTextures
ib = Resource_LOD1.e2055625_10014_0_Index
vb0 = Resource_LOD1.e2055625_10014_0_Position
vb1 = Resource_LOD1.e2055625_10014_0_Texcoord
vb2 = Resource_LOD1.e2055625_10014_0_Blend
vb3 = Resource_LOD1.e2055625_10014_0_Position
Resource\RabbitFx\Diffuse = ref Resource-e2055625-10014-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-e2055625-10014-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-e2055625-10014-0-NormalMap
run = CommandList\RabbitFx\SetTextures
if $swapkey9 == 1
  ; [mesh:LOD1.e2055625-10014-0.配饰_copy] [vertex_count:7811]
  drawindexedinstanced = 20577,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
$active11 = 1

[TextureOverride_LOD0.827a29bc_20577_0]
hash = 827a29bc
match_first_index = 0
match_index_count = 20577
handling = skip
run = CommandList\EFMIv1\OverrideTextures
ib = Resource_LOD0.827a29bc_20577_0_Index
vb0 = Resource_LOD0.827a29bc_20577_0_Position
vb1 = Resource_LOD0.827a29bc_20577_0_Texcoord
vb2 = Resource_LOD0.827a29bc_20577_0_Blend
vb3 = Resource_LOD0.827a29bc_20577_0_Position
Resource\RabbitFx\Diffuse = ref Resource-827a29bc-20577-0-DiffuseMap
Resource\RabbitFx\LightMap = ref Resource-827a29bc-20577-0-LightMap
Resource\RabbitFx\NormalMap = ref Resource-827a29bc-20577-0-NormalMap
run = CommandList\RabbitFx\SetTextures
if $swapkey9 == 1
  ; [mesh:LOD0.827a29bc-20577-0.配饰_copy] [vertex_count:7811]
  drawindexedinstanced = 20577,INSTANCE_COUNT,0,0,FIRST_INSTANCE
endif
$active12 = 1
;MARK:ResourceBuffer

[Resource_LOD1.68a7b70b_59301_0_Index]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = Meshes0000\LOD1.68a7b70b-59301-0-Index.buf

[Resource_LOD1.68a7b70b_59301_0_Position]
type = Buffer
stride = 16
filename = Meshes0000\LOD1.68a7b70b-59301-0-Position.buf

[Resource_LOD1.68a7b70b_59301_0_Texcoord]
type = Buffer
stride = 8
filename = Meshes0000\LOD1.68a7b70b-59301-0-Texcoord.buf

[Resource_LOD1.68a7b70b_59301_0_Blend]
type = Buffer
stride = 12
filename = Meshes0000\LOD1.68a7b70b-59301-0-Blend.buf

[Resource_LOD0.9cd919fa_101994_0_Index]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = Meshes0000\LOD0.9cd919fa-101994-0-Index.buf

[Resource_LOD0.9cd919fa_101994_0_Position]
type = Buffer
stride = 16
filename = Meshes0000\LOD0.9cd919fa-101994-0-Position.buf

[Resource_LOD0.9cd919fa_101994_0_Texcoord]
type = Buffer
stride = 12
filename = Meshes0000\LOD0.9cd919fa-101994-0-Texcoord.buf

[Resource_LOD0.9cd919fa_101994_0_Blend]
type = Buffer
stride = 12
filename = Meshes0000\LOD0.9cd919fa-101994-0-Blend.buf

[Resource_LOD0.fa04a7b6_16524_0_Index]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = Meshes0000\LOD0.fa04a7b6-16524-0-Index.buf

[Resource_LOD0.fa04a7b6_16524_0_Position]
type = Buffer
stride = 16
filename = Meshes0000\LOD0.fa04a7b6-16524-0-Position.buf

[Resource_LOD0.fa04a7b6_16524_0_Texcoord]
type = Buffer
stride = 12
filename = Meshes0000\LOD0.fa04a7b6-16524-0-Texcoord.buf

[Resource_LOD0.fa04a7b6_16524_0_Blend]
type = Buffer
stride = 12
filename = Meshes0000\LOD0.fa04a7b6-16524-0-Blend.buf

[Resource_LOD1.fc36f44e_24939_0_Index]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = Meshes0000\LOD1.fc36f44e-24939-0-Index.buf

[Resource_LOD1.fc36f44e_24939_0_Position]
type = Buffer
stride = 16
filename = Meshes0000\LOD1.fc36f44e-24939-0-Position.buf

[Resource_LOD1.fc36f44e_24939_0_Texcoord]
type = Buffer
stride = 8
filename = Meshes0000\LOD1.fc36f44e-24939-0-Texcoord.buf

[Resource_LOD1.fc36f44e_24939_0_Blend]
type = Buffer
stride = 12
filename = Meshes0000\LOD1.fc36f44e-24939-0-Blend.buf

[Resource_LOD0.638e0992_27615_0_Index]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = Meshes0000\LOD0.638e0992-27615-0-Index.buf

[Resource_LOD0.638e0992_27615_0_Position]
type = Buffer
stride = 16
filename = Meshes0000\LOD0.638e0992-27615-0-Position.buf

[Resource_LOD0.638e0992_27615_0_Texcoord]
type = Buffer
stride = 12
filename = Meshes0000\LOD0.638e0992-27615-0-Texcoord.buf

[Resource_LOD0.638e0992_27615_0_Blend]
type = Buffer
stride = 12
filename = Meshes0000\LOD0.638e0992-27615-0-Blend.buf

[Resource_LOD1.070d7b84_2028_0_Index]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = Meshes0000\LOD1.070d7b84-2028-0-Index.buf

[Resource_LOD1.070d7b84_2028_0_Position]
type = Buffer
stride = 16
filename = Meshes0000\LOD1.070d7b84-2028-0-Position.buf

[Resource_LOD1.070d7b84_2028_0_Texcoord]
type = Buffer
stride = 8
filename = Meshes0000\LOD1.070d7b84-2028-0-Texcoord.buf

[Resource_LOD1.070d7b84_2028_0_Blend]
type = Buffer
stride = 4
filename = Meshes0000\LOD1.070d7b84-2028-0-Blend.buf

[Resource_LOD0.5825df15_4524_0_Index]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = Meshes0000\LOD0.5825df15-4524-0-Index.buf

[Resource_LOD0.5825df15_4524_0_Position]
type = Buffer
stride = 16
filename = Meshes0000\LOD0.5825df15-4524-0-Position.buf

[Resource_LOD0.5825df15_4524_0_Texcoord]
type = Buffer
stride = 12
filename = Meshes0000\LOD0.5825df15-4524-0-Texcoord.buf

[Resource_LOD0.5825df15_4524_0_Blend]
type = Buffer
stride = 4
filename = Meshes0000\LOD0.5825df15-4524-0-Blend.buf

[Resource_LOD1.c74fffeb_69_0_Index]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = Meshes0000\LOD1.c74fffeb-69-0-Index.buf

[Resource_LOD1.c74fffeb_69_0_Position]
type = Buffer
stride = 16
filename = Meshes0000\LOD1.c74fffeb-69-0-Position.buf

[Resource_LOD1.c74fffeb_69_0_Texcoord]
type = Buffer
stride = 8
filename = Meshes0000\LOD1.c74fffeb-69-0-Texcoord.buf

[Resource_LOD1.c74fffeb_69_0_Blend]
type = Buffer
stride = 4
filename = Meshes0000\LOD1.c74fffeb-69-0-Blend.buf

[Resource_LOD0.b1f947ec_117_0_Index]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = Meshes0000\LOD0.b1f947ec-117-0-Index.buf

[Resource_LOD0.b1f947ec_117_0_Position]
type = Buffer
stride = 16
filename = Meshes0000\LOD0.b1f947ec-117-0-Position.buf

[Resource_LOD0.b1f947ec_117_0_Texcoord]
type = Buffer
stride = 12
filename = Meshes0000\LOD0.b1f947ec-117-0-Texcoord.buf

[Resource_LOD0.b1f947ec_117_0_Blend]
type = Buffer
stride = 4
filename = Meshes0000\LOD0.b1f947ec-117-0-Blend.buf

[Resource_LOD1.38e34aa3_777_0_Index]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = Meshes0000\LOD1.38e34aa3-777-0-Index.buf

[Resource_LOD1.38e34aa3_777_0_Position]
type = Buffer
stride = 16
filename = Meshes0000\LOD1.38e34aa3-777-0-Position.buf

[Resource_LOD1.38e34aa3_777_0_Texcoord]
type = Buffer
stride = 8
filename = Meshes0000\LOD1.38e34aa3-777-0-Texcoord.buf

[Resource_LOD1.38e34aa3_777_0_Blend]
type = Buffer
stride = 12
filename = Meshes0000\LOD1.38e34aa3-777-0-Blend.buf

[Resource_LOD0.316571b5_2286_0_Index]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = Meshes0000\LOD0.316571b5-2286-0-Index.buf

[Resource_LOD0.316571b5_2286_0_Position]
type = Buffer
stride = 16
filename = Meshes0000\LOD0.316571b5-2286-0-Position.buf

[Resource_LOD0.316571b5_2286_0_Texcoord]
type = Buffer
stride = 12
filename = Meshes0000\LOD0.316571b5-2286-0-Texcoord.buf

[Resource_LOD0.316571b5_2286_0_Blend]
type = Buffer
stride = 12
filename = Meshes0000\LOD0.316571b5-2286-0-Blend.buf

[Resource_LOD1.e2055625_10014_0_Index]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = Meshes0000\LOD1.e2055625-10014-0-Index.buf

[Resource_LOD1.e2055625_10014_0_Position]
type = Buffer
stride = 16
filename = Meshes0000\LOD1.e2055625-10014-0-Position.buf

[Resource_LOD1.e2055625_10014_0_Texcoord]
type = Buffer
stride = 8
filename = Meshes0000\LOD1.e2055625-10014-0-Texcoord.buf

[Resource_LOD1.e2055625_10014_0_Blend]
type = Buffer
stride = 12
filename = Meshes0000\LOD1.e2055625-10014-0-Blend.buf

[Resource_LOD0.827a29bc_20577_0_Index]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = Meshes0000\LOD0.827a29bc-20577-0-Index.buf

[Resource_LOD0.827a29bc_20577_0_Position]
type = Buffer
stride = 16
filename = Meshes0000\LOD0.827a29bc-20577-0-Position.buf

[Resource_LOD0.827a29bc_20577_0_Texcoord]
type = Buffer
stride = 12
filename = Meshes0000\LOD0.827a29bc-20577-0-Texcoord.buf

[Resource_LOD0.827a29bc_20577_0_Blend]
type = Buffer
stride = 12
filename = Meshes0000\LOD0.827a29bc-20577-0-Blend.buf
;MARK:ResourceTexture

[Resource-68a7b70b-59301-0-DiffuseMap]
filename = Textures/68a7b70b-59301-0-DiffuseMap.dds

[Resource-68a7b70b-59301-0-LightMap]
filename = Textures/68a7b70b-59301-0-LightMap.dds

[Resource-68a7b70b-59301-0-NormalMap]
filename = Textures/68a7b70b-59301-0-NormalMap.dds

[Resource-9cd919fa-101994-0-DiffuseMap]
filename = Textures/9cd919fa-101994-0-DiffuseMap.dds

[Resource-9cd919fa-101994-0-LightMap]
filename = Textures/9cd919fa-101994-0-LightMap.dds

[Resource-9cd919fa-101994-0-NormalMap]
filename = Textures/9cd919fa-101994-0-NormalMap.dds

[Resource-fa04a7b6-16524-0-DiffuseMap]
filename = Textures/fa04a7b6-16524-0-DiffuseMap.dds

[Resource-fa04a7b6-16524-0-NormalMap]
filename = Textures/fa04a7b6-16524-0-NormalMap.dds

[Resource-fc36f44e-24939-0-DiffuseMap]
filename = Textures/fc36f44e-24939-0-DiffuseMap.dds

[Resource-fc36f44e-24939-0-LightMap]
filename = Textures/fc36f44e-24939-0-LightMap.dds

[Resource-fc36f44e-24939-0-NormalMap]
filename = Textures/fc36f44e-24939-0-NormalMap.dds

[Resource-638e0992-27615-0-DiffuseMap]
filename = Textures/638e0992-27615-0-DiffuseMap.dds

[Resource-638e0992-27615-0-LightMap]
filename = Textures/638e0992-27615-0-LightMap.dds

[Resource-638e0992-27615-0-NormalMap]
filename = Textures/638e0992-27615-0-NormalMap.dds

[Resource-070d7b84-2028-0-DiffuseMap]
filename = Textures/070d7b84-2028-0-DiffuseMap.dds

[Resource-070d7b84-2028-0-LightMap]
filename = Textures/070d7b84-2028-0-LightMap.dds

[Resource-070d7b84-2028-0-NormalMap]
filename = Textures/070d7b84-2028-0-NormalMap.dds

[Resource-5825df15-4524-0-DiffuseMap]
filename = Textures/5825df15-4524-0-DiffuseMap.dds

[Resource-5825df15-4524-0-LightMap]
filename = Textures/5825df15-4524-0-LightMap.dds

[Resource-5825df15-4524-0-NormalMap]
filename = Textures/5825df15-4524-0-NormalMap.dds

[Resource-38e34aa3-777-0-DiffuseMap]
filename = Textures/38e34aa3-777-0-DiffuseMap.dds

[Resource-38e34aa3-777-0-LightMap]
filename = Textures/38e34aa3-777-0-LightMap.dds

[Resource-38e34aa3-777-0-NormalMap]
filename = Textures/38e34aa3-777-0-NormalMap.dds

[Resource-316571b5-2286-0-DiffuseMap]
filename = Textures/316571b5-2286-0-DiffuseMap.dds

[Resource-316571b5-2286-0-LightMap]
filename = Textures/316571b5-2286-0-LightMap.dds

[Resource-316571b5-2286-0-NormalMap]
filename = Textures/316571b5-2286-0-NormalMap.dds

[Resource-e2055625-10014-0-DiffuseMap]
filename = Textures/e2055625-10014-0-DiffuseMap.dds

[Resource-e2055625-10014-0-LightMap]
filename = Textures/e2055625-10014-0-LightMap.dds

[Resource-e2055625-10014-0-NormalMap]
filename = Textures/e2055625-10014-0-NormalMap.dds

[Resource-827a29bc-20577-0-DiffuseMap]
filename = Textures/827a29bc-20577-0-DiffuseMap.dds

[Resource-827a29bc-20577-0-LightMap]
filename = Textures/827a29bc-20577-0-LightMap.dds

[Resource-827a29bc-20577-0-NormalMap]
filename = Textures/827a29bc-20577-0-NormalMap.dds

[Resource-Body-DiffuseMap]
filename = Textures/Body-DiffuseMap.dds

[Resource-Body-NormalMap]
filename = Textures/Body-NormalMap.dds

[Resource-UV1+2-DiffuseMap]
filename = Textures/UV1+2-DiffuseMap.dds

[Resource-UV1+2-NormalMap]
filename = Textures/UV1+2-NormalMap.dds

[Resource-UV1+2-LightMap]
filename = Textures/UV1+2-LightMap.dds

[Resource-UV3-DiffuseMap]
filename = Textures/UV3-DiffuseMap.dds

[Resource-UV3-LightMap]
filename = Textures/UV3-LightMap.dds

[Resource-UV3-NormalMap]
filename = Textures/UV3-NormalMap.dds

[Resource-UV4-DiffuseMap]
filename = Textures/UV4-DiffuseMap.dds

[Resource-UV4-LightMap]
filename = Textures/UV4-LightMap.dds

[Resource-UV4-NormalMap]
filename = Textures/UV4-NormalMap.dds

[Resource-UV5-Black-DiffuseMap]
filename = Textures/UV5_Black-DiffuseMap.dds

[Resource-UV5-DiffuseMap]
filename = Textures/UV5_White-DiffuseMap.dds

[Resource-UV5-LightMap]
filename = Textures/UV5-LightMap.dds

[Resource-UV5-NormalMap]
filename = Textures/UV5-NormalMap.dds

[Resource-UV6-DiffuseMap]
filename = Textures/UV6-DiffuseMap.dds

[Resource-UV6-LightMap]
filename = Textures/UV6-LightMap.dds

[Resource-UV6-NormalMap]
filename = Textures/UV6-NormalMap.dds
;sha256=c9386a3bc79534356acc5f86ba4904c4128a1dc987600c6e6a226ac531857db0

[Resource_LOD0.9cd919fa_101994_0_Position_0]
type = Buffer
stride = 16
filename = Meshes0000\LOD0.9cd919fa-101994-0-Position.buf

[Resource_LOD1.68a7b70b_59301_0_Position_0]
type = Buffer
stride = 16
filename = Meshes0000\LOD1.68a7b70b-59301-0-Position.buf

;; --- Generated Shape Key Meshess ---
[Resource_LOD0.9cd919fa_101994_0_Position0000]
type = Buffer
stride = 16
filename = Meshes0000/LOD0.9cd919fa-101994-0-Position.buf

[Resource_LOD1.68a7b70b_59301_0_Position0000]
type = Buffer
stride = 16
filename = Meshes0000/LOD1.68a7b70b-59301-0-Position.buf

[Resource_LOD0.9cd919fa_101994_0_Position_Merged_PackedPosDelta]
type = Buffer
stride = 12
filename = Meshes0000/LOD0.9cd919fa-101994-0-Position_merged_packed_pos_delta.buf

[Resource_LOD0.9cd919fa_101994_0_Position_Merged_Map]
type = Buffer
stride = 4
filename = Meshes0000/LOD0.9cd919fa-101994-0-Position_merged_map.buf

[Resource_LOD1.68a7b70b_59301_0_Position_Merged_PackedPosDelta]
type = Buffer
stride = 12
filename = Meshes0000/LOD1.68a7b70b-59301-0-Position_merged_packed_pos_delta.buf

[Resource_LOD1.68a7b70b_59301_0_Position_Merged_Map]
type = Buffer
stride = 4
filename = Meshes0000/LOD1.68a7b70b-59301-0-Position_merged_map.buf

[Resource_LOD0.9cd919fa_101994_0_Position_FreqIndices]
type = Buffer
stride = 4
filename = Meshes0000/LOD0.9cd919fa-101994-0-Position_freq_indices.buf

[Resource_LOD1.68a7b70b_59301_0_Position_FreqIndices]
type = Buffer
stride = 4
filename = Meshes0000/LOD1.68a7b70b-59301-0-Position_freq_indices.buf


[CustomShader_9cd919fa-101994-0_Anim]

    ; --- Shared Intensity Controls (per Shape Key Name) ---
    x100 = $Freq_shape_10 
; 大腿勒肉

    ; --- Per-Object Vertex Range Controls ---
    x200 = $SV_LOD09cd919fa_101994_0_ 
; LOD0.9cd919fa-101994-0.素体 身体 Start
    x201 = $EV_LOD09cd919fa_101994_0_ 
; LOD0.9cd919fa-101994-0.素体 身体 End

    ; --- Binding Shape Key Meshess (Mode: 紧凑:是, 增量(仅位置):是, 优化查找:是, 文件合并:是) ---
    cs-t51 = copy Resource_LOD0.9cd919fa_101994_0_Position_Merged_PackedPosDelta
    cs-t52 = copy Resource_LOD0.9cd919fa_101994_0_Position_Merged_Map
    cs-t53 = copy Resource_LOD0.9cd919fa_101994_0_Position_FreqIndices
    cs = ./res/shapekey_anim_9cd919fa-101994-0.hlsl
    cs-u5 = copy Resource_LOD0.9cd919fa_101994_0_Position_0
    Resource_LOD0.9cd919fa_101994_0_Position = ref cs-u5
    Dispatch = 218115, 1, 1
    cs-u5 = null
    cs-t51 = null
    cs-t52 = null
    cs-t53 = null

[CustomShader_68a7b70b-59301-0_Anim]

    ; --- Shared Intensity Controls (per Shape Key Name) ---
    x100 = $Freq_shape_10 
; 大腿勒肉

    ; --- Per-Object Vertex Range Controls ---
    x200 = $SV_LOD168a7b70b_59301_0_ 
; LOD1.68a7b70b-59301-0.素体 身体 Start
    x201 = $EV_LOD168a7b70b_59301_0_ 
; LOD1.68a7b70b-59301-0.素体 身体 End

    ; --- Binding Shape Key Meshess (Mode: 紧凑:是, 增量(仅位置):是, 优化查找:是, 文件合并:是) ---
    cs-t51 = copy Resource_LOD1.68a7b70b_59301_0_Position_Merged_PackedPosDelta
    cs-t52 = copy Resource_LOD1.68a7b70b_59301_0_Position_Merged_Map
    cs-t53 = copy Resource_LOD1.68a7b70b_59301_0_Position_FreqIndices
    cs = ./res/shapekey_anim_68a7b70b-59301-0.hlsl
    cs-u5 = copy Resource_LOD1.68a7b70b_59301_0_Position_0
    Resource_LOD1.68a7b70b_59301_0_Position = ref cs-u5
    Dispatch = 218115, 1, 1
    cs-u5 = null
    cs-t51 = null
    cs-t52 = null
    cs-t53 = null

