r.AnisotropicMaterials
r.AnisotropicMaterials
#Overview
name: r.AnisotropicMaterials
The value of this variable can be defined or overridden in .ini config files. 5
.ini config files referencing this setting variable.
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Whether anisotropic BRDF is used for material with anisotropy.
It is referenced in 1
C++ source file.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseScalability.ini:787, section: [ShadingQuality@0]
- INI Section:
ShadingQuality@0
- Raw value:
0
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseScalability.ini:793, section: [ShadingQuality@1]
- INI Section:
ShadingQuality@1
- Raw value:
0
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseScalability.ini:799, section: [ShadingQuality@2]
- INI Section:
ShadingQuality@2
- Raw value:
1
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseScalability.ini:805, section: [ShadingQuality@3]
- INI Section:
ShadingQuality@3
- Raw value:
1
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseScalability.ini:811, section: [ShadingQuality@Cine]
- INI Section:
ShadingQuality@Cine
- Raw value:
1
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/AnisotropyRendering.cpp:12
Scope: file
Source code excerpt:
static int32 GAnisotropicMaterials = 0;
static FAutoConsoleVariableRef CVarAnisotropicMaterials(
TEXT("r.AnisotropicMaterials"),
GAnisotropicMaterials,
TEXT("Whether anisotropic BRDF is used for material with anisotropy."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
bool SupportsAnisotropicMaterials(ERHIFeatureLevel::Type FeatureLevel, EShaderPlatform ShaderPlatform)