r.ForwardShading.ForceSkyLightCubemapBlending
r.ForwardShading.ForceSkyLightCubemapBlending
#Overview
name: r.ForwardShading.ForceSkyLightCubemapBlending
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
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.
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;
}