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]
- INI Section:
/Script/Engine.Engine
- Raw value:
800
- Is Array:
False
#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)