r.HairStrands.DeepShadow.RandomType
r.HairStrands.DeepShadow.RandomType
#Overview
name: r.HairStrands.DeepShadow.RandomType
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Change how traversal jittering is initialized. Valid value are 0, 1, and 2. Each type makes different type of tradeoff.
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/HairStrandsTransmittance.cpp:48
Scope: file
Source code excerpt:
static int32 GHairStrandsShadowRandomTraversalType = 2;
static FAutoConsoleVariableRef CVarHairStrandsShadowRandomTraversalType(TEXT("r.HairStrands.DeepShadow.RandomType"), GHairStrandsShadowRandomTraversalType, TEXT("Change how traversal jittering is initialized. Valid value are 0, 1, and 2. Each type makes different type of tradeoff."), ECVF_Scalability | ECVF_RenderThreadSafe);
static int32 GHairStrandsShadow_ShadowMaskPassType = 1;
static FAutoConsoleVariableRef CVarHairStrandsShadow_ShadowMaskPassType(TEXT("r.HairStrands.DeepShadow.ShadowMaskPassType"), GHairStrandsShadow_ShadowMaskPassType, TEXT("Change how shadow mask from hair onto opaque geometry is generated. 0: one pass per hair group, 1: one pass for all groups."), ECVF_Scalability | ECVF_RenderThreadSafe);
static float GetDeepShadowDensityScale() { return FMath::Max(0.0f, GDeepShadowDensityScale); }
static float GetDeepShadowDepthBiasScale() { return FMath::Max(0.0f, GDeepShadowDepthBiasScale); }