r.ForwardShading.ForceSkyLightCubemapBlending

r.ForwardShading.ForceSkyLightCubemapBlending

#Overview

name: r.ForwardShading.ForceSkyLightCubemapBlending

This variable is created as a Console Variable (cvar).

It is referenced in 2 C++ source files.

#Summary

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/RenderUtils.cpp:2032

Scope: file

Source code excerpt:


static TAutoConsoleVariable<int32> CVarForwardShadingForceSkyBoxBlending(
	TEXT("r.ForwardShading.ForceSkyLightCubemapBlending"),
	0,
	TEXT("Forces in shader sky box blending for forward shading. More expenssive but higher quality. This is similar to having Blend Sky Light Cubemaps = true on all forward materials."),
	ECVF_ReadOnly | ECVF_RenderThreadSafe);

bool ForwardShadingForcesSkyLightCubemapBlending(const FStaticShaderPlatform Platform)
{

#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/RenderUtils.cpp:2039

Scope (from outer to inner):

file
function     bool ForwardShadingForcesSkyLightCubemapBlending

Source code excerpt:

bool ForwardShadingForcesSkyLightCubemapBlending(const FStaticShaderPlatform Platform)
{
	static FShaderPlatformCachedIniValue<int32> CVar(TEXT("r.ForwardShading.ForceSkyLightCubemapBlending"));
	return CVar.Get(Platform) > 0;
}