r.HairStrands.DeepShadow.MinResolution

r.HairStrands.DeepShadow.MinResolution

#Overview

name: r.HairStrands.DeepShadow.MinResolution

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

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:14

Scope: file

Source code excerpt:


static int32 GDeepShadowMinResolution = 64;
static FAutoConsoleVariableRef CVarDeepShadowMinResolution(TEXT("r.HairStrands.DeepShadow.MinResolution"), GDeepShadowMinResolution, TEXT("Minimum shadow resolution for shadow atlas tiles for Deep Opacity Map rendering. (default = 64)"));

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"));