r.HairStrands.DeepShadow.GPUDriven
r.HairStrands.DeepShadow.GPUDriven
#Overview
name: r.HairStrands.DeepShadow.GPUDriven
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Enable deep shadow to be driven by GPU bounding box, rather CPU ones. This allows more robust behavior
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/HairStrandsDeepShadow.cpp:17
Scope: file
Source code excerpt:
static int32 GDeepShadowGPUDriven = 1;
static FAutoConsoleVariableRef CVarDeepShadowGPUDriven(TEXT("r.HairStrands.DeepShadow.GPUDriven"), GDeepShadowGPUDriven, TEXT("Enable deep shadow to be driven by GPU bounding box, rather CPU ones. This allows more robust behavior"));
static int32 GDeepShadowInjectVoxelDepth = 0;
static FAutoConsoleVariableRef CVarDeepShadowInjectVoxelDepth(TEXT("r.HairStrands.DeepShadow.InjectVoxelDepth"), GDeepShadowInjectVoxelDepth, TEXT("Inject voxel content to generate the deep shadow map instead of rasterizing groom. This is an experimental path"));
///////////////////////////////////////////////////////////////////////////////////////////////////
// Inject voxel structure into shadow map to amortize the tracing, and rely on look up kernel to