Documentation
Docs/en/reference/effect-format/index.md
Generated Effect Format Reference
Generated reference. Do not edit directly. Update
BuildTools/EffectFormatInterface.json, then runpython BuildTools/docs_effect_format.py --write.
| Index | Syntax | Render state | Resources | Baking | Runtime | Validation | Canonical JSON | Guide |
This reference describes the reusable Engine-owned .fofx authoring, baking, renderer-resource, runtime-loading, and script-control contract. Concrete shader catalogs, visual policy, and ScriptValue slot meanings remain project-owned.
Contract status
| Field | Value |
|---|---|
| Stability | experimental |
| Support policy | The contract is generated for a pinned Engine revision. Projects own effect catalogs, visual policy, quality profiles, concrete override paths, and ScriptValue slot meanings. |
| Source manifest | BuildTools/EffectFormatInterface.json |
| Contract digest | bd50466bab9291d7b04d119f6fb9b613bc6507b1c771cef1605c7d7e7184aea0 |
| Source extension | .fofx |
| Runtime side | client |
| Reference | Entries | Purpose |
|---|---|---|
| Syntax | 4 | Required and optional sections plus pass fallback. |
| Render state | 10 | Pass count, blending, depth, shader version, and shadow state. |
| Resources | 12 resources / 4 limits | Vertex layouts, samplers, built-in uniform buffers, and bindings. |
| Baking | 8 | Compiler environment, reflection, output flavors, and SDL remapping. |
| Runtime | 7 rules / 4 methods | Effect selection, caching, ScriptValue persistence, and updates. |
Boundary
Included:
- .fofx config sections, shader-stage fallback, pass declarations, render state, optional per-draw depth/cull variants, and shader compiler prelude
- vertex input layouts, recognized samplers, built-in uniform buffers, descriptor conventions, reflection, and backend limits
- per-pass baked artifacts for Vulkan, SDL_GPU, OpenGL, OpenGL ES, Direct3D, and Metal
- runtime loading, path cache identity, EffectUsage selection, script-value persistence, script methods, and validation
Excluded:
- project effect catalogs, shader art direction, quality tiers, and concrete resource-pack shadowing policy
- project-defined ScriptValue indices, ranges, ownership, defaults, and gameplay meaning
- general GLSL language reference, GPU performance tuning, and vendor-specific shader debugging
- particle-system authoring, image formats, sprite baking, model-description grammar, and GUI layout