MaxES3PixelShaderAdditiveComplexityCount

MaxES3PixelShaderAdditiveComplexityCount

#Overview

name: MaxES3PixelShaderAdditiveComplexityCount

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:276, section: [/Script/Engine.Engine]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:1256

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:


	UPROPERTY(globalconfig)
	float MaxES3PixelShaderAdditiveComplexityCount;

	/** Minimum lightmap density value for coloring. */
	UPROPERTY(globalconfig)
	float MinLightMapDensity;

	/** Ideal lightmap density value for coloring. */

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessVisualizeComplexity.cpp:74

Scope (from outer to inner):

file
function     float GetMaxShaderComplexityCount

Source code excerpt:

	{
	case ERHIFeatureLevel::ES3_1:
		return GEngine->MaxES3PixelShaderAdditiveComplexityCount;
	default:
		return GEngine->MaxPixelShaderAdditiveComplexityCount;
	}
}

FScreenPassTexture AddVisualizeComplexityPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeComplexityInputs& Inputs)