r.HairStrands.ComposeAfterTranslucency
r.HairStrands.ComposeAfterTranslucency
#Overview
name: r.HairStrands.ComposeAfterTranslucency
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
0: Compose hair before translucent objects. 1: Compose hair after translucent objects, but before separate translucent objects. 2: Compose hair after all/seperate translucent objects, 3: Compose hair after translucent objects but before translucent render after DOF (which allows depth testing against hair depth)
It is referenced in 1
C++ source file.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/HairStrands/HairStrandsUtils.cpp:39
Scope: file
Source code excerpt:
static int32 GHairStrandsComposeAfterTranslucency = 1;
static FAutoConsoleVariableRef CVarHairStrandsComposeAfterTranslucency(TEXT("r.HairStrands.ComposeAfterTranslucency"), GHairStrandsComposeAfterTranslucency, TEXT("0: Compose hair before translucent objects. 1: Compose hair after translucent objects, but before separate translucent objects. 2: Compose hair after all/seperate translucent objects, 3: Compose hair after translucent objects but before translucent render after DOF (which allows depth testing against hair depth)"));
static float GHairDualScatteringRoughnessOverride = 0;
static FAutoConsoleVariableRef CVarHairDualScatteringRoughnessOverride(TEXT("r.HairStrands.DualScatteringRoughness"), GHairDualScatteringRoughnessOverride, TEXT("Override all roughness for the dual scattering evaluation. 0 means no override. Default:0"));
static float GHairStrandsDeepShadowMaxAngle = 90.f;
static FAutoConsoleVariableRef CVarHairStrandsDeepShadowMaxAngle(TEXT("r.HairStrands.DeepShadow.MaxFrustumAngle"), GHairStrandsDeepShadowMaxAngle, TEXT("Max deep shadow frustum angle to avoid strong deformation. Default:90"));