How do pros compile their shaders as part of their build pipeline?
Right now, I am using a custom build step in Visual Studio to call fxc. I have to call fxc for each permutation (specifying the various #define), which is kind of annoying for shaders that have a lot of permutations. On the other hand, the old "Effects" framework was not much better in that you had to define a technique for each permutation.

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