r.HairStrands.DeepShadow.Resolution

r.HairStrands.DeepShadow.Resolution

#Overview

name: r.HairStrands.DeepShadow.Resolution

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:11

Scope: file

Source code excerpt:

// this is temporary until we split the voxelize and DOM path
static int32 GDeepShadowResolution = 2048;
static FAutoConsoleVariableRef CVarDeepShadowResolution(TEXT("r.HairStrands.DeepShadow.Resolution"), GDeepShadowResolution, TEXT("Shadow resolution for Deep Opacity Map rendering. (default = 2048)"));

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"));