r.HairStrands.Visibility.HairCount.DistanceThreshold
r.HairStrands.Visibility.HairCount.DistanceThreshold
#Overview
name: r.HairStrands.Visibility.HairCount.DistanceThreshold
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Distance threshold defining if opaque depth get injected into the \'view-hair-count\' buffer.
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/HairStrandsVisibility.cpp:62
Scope: file
Source code excerpt:
static float GHairStrandsViewHairCountDepthDistanceThreshold = 30.f;
static FAutoConsoleVariableRef CVarHairStrandsViewHairCountDepthDistanceThreshold(TEXT("r.HairStrands.Visibility.HairCount.DistanceThreshold"), GHairStrandsViewHairCountDepthDistanceThreshold, TEXT("Distance threshold defining if opaque depth get injected into the 'view-hair-count' buffer."));
int32 GHairVisibilityComputeRaster_Culling = 0;
// This value was previously at 8192 but extending the binning algorithm to support segments longer than three tiles revealed a problem: Each binner allocates and writes its own tiles,
// which often leads to lots of partially filled tiles for the same position in the tile grid. Without increasing the tile limit, we quickly run out of tiles to allocate when we get close
// to a groom and the strand count and segment length increase. This new value was found empirically.
// TODO: Find an efficient alternative algorithm where the binners output into shared tiles.