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packing: Unreal Engine 4.27 shaders for the Switch 2 (Persona 3 Reload): audio paks, LSLG with NVN2 control sections, ray tracing records - #2653
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…3 Reload's build takes its inline shaders instead of stopping at the decode step
…ne 4.27's SF_GLSL_SAGE (Persona 3 Reload)
…re left out, so Persona 3 Reload's global shaders, its UI's among them, are read
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Three fixes in reading Unreal Engine 4.27 shaders for the Switch 2, found on Persona 3 Reload (
040091C0232EE000, projectxrd777, IoStore, shader formatSF_GLSL_SAGE). Its shaders are inline in the cooked packages in its IoStore containers, as in Mario & Luigi: Brothership.pakchunk1,2and4hold only audio and fonts (.awb,.usm,.ufont).inline_shaderstook any pak without inline shaders for one with shader code archives, so the NSP script's decode step searched those paks for archives, found none, and stopped. A pak that names no shader code archive, cooked package or global shader cache now holds neither kind (None, like an empty pak). When no pak has archives but some have inline shaders, the decode step says so and goes on to the split.SF_GLSL_SAGErecords are LSLG records, as on the Switch, but with an NVN2 control section (version 0xc9), whose code length is at +0x44 rather than +0x704.uepak.lslgreads both. Before this, every one of the game's 3,429 shader files was rejected.S1–S3, e.g.FDefaultMainCHS) that NVN has no stage for. The first one made the whole file unreadable, every global shader with it (the UI's among them, so the game's dialogs and menus didn't draw). They are now left out.Tests in
test_uepak_iostore.pycover each. The game's profile comes in a separate PR.