PreIntegratedSkinBRDFTextureName

PreIntegratedSkinBRDFTextureName

#Overview

name: PreIntegratedSkinBRDFTextureName

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:160, 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:1339

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the texture used for pre-integrated skin shading */
	UPROPERTY(globalconfig)
	FSoftObjectPath PreIntegratedSkinBRDFTextureName;

	/** Tiled blue-noise texture */
	UPROPERTY()
	TObjectPtr<class UTexture2D> BlueNoiseScalarTexture;

	/** Spatial-temporal blue noise texture with two channel output */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3383

Scope (from outer to inner):

file
function     void UEngine::ConditionallyLoadPreIntegratedSkinBRDFTexture

Source code excerpt:

		if (GIsEditor || (ShadingModelsMask & SkinShadingMask) != 0)
		{
			LoadEngineTexture(PreIntegratedSkinBRDFTexture, *PreIntegratedSkinBRDFTextureName.ToString());
		}
	}
}

void UEngine::LoadGlintTextures()
{