r.HairStrands.Visibility.PPLL.MeanSamplePerPixel

r.HairStrands.Visibility.PPLL.MeanSamplePerPixel

#Overview

name: r.HairStrands.Visibility.PPLL.MeanSamplePerPixel

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/HairStrandsVisibility.cpp:59

Scope: file

Source code excerpt:

static FAutoConsoleVariableRef CVarGHairVisibilityPPLL(TEXT("r.HairStrands.Visibility.PPLL"), GHairVisibilityPPLL, TEXT("Hair Visibility uses per pixel linked list"), ECVF_Scalability | ECVF_RenderThreadSafe);
static FAutoConsoleVariableRef CVarGHairVisibilityPPLL_MeanNodeCountPerPixel(TEXT("r.HairStrands.Visibility.PPLL.SamplePerPixel"), GHairVisibilityPPLL_MaxSamplePerPixel, TEXT("The maximum number of node allowed to be independently shaded and composited per pixel. Total amount of node will be width*height*VisibilityPPLLMaxRenderNodePerPixel. The last node is used to aggregate all furthest strands to shade into a single one."));
static FAutoConsoleVariableRef CVarGHairVisibilityPPLL_MeanSamplePerPixel(TEXT("r.HairStrands.Visibility.PPLL.MeanSamplePerPixel"), GHairVisibilityPPLL_MeanSamplePerPixel, TEXT("Scale the maximum number of node allowed for all linked list element (0..1, default 1). It will be width*height*SamplerPerPixel*Scale."));

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,