FOnline Engine
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Documentation Docs/en/reference/effect-format/index.md

Generated Effect Format Reference

Generated reference. Do not edit directly. Update BuildTools/EffectFormatInterface.json, then run python 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
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