r.Lumen.RadianceCache.Visualize

r.Lumen.RadianceCache.Visualize

#Overview

name: r.Lumen.RadianceCache.Visualize

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

It is referenced in 3 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of r.Lumen.RadianceCache.Visualize is to control the visualization of the Lumen Radiance Cache in Unreal Engine 5’s rendering system. This setting is part of the Lumen global illumination system, specifically for debugging and development purposes.

Regarding the associated variable GLumenRadianceCacheVisualize:

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/Lumen/LumenVisualizeRadianceCache.cpp:13

Scope: file

Source code excerpt:

int32 GLumenRadianceCacheVisualize = 0;
FAutoConsoleVariableRef CVarLumenRadianceCacheVisualize(
	TEXT("r.Lumen.RadianceCache.Visualize"),
	GLumenRadianceCacheVisualize,
	TEXT(""),
	ECVF_RenderThreadSafe
);

int32 GLumenVisualizeTranslucencyVolumeRadianceCache = 0;

#Associated Variable and Callsites

This variable is associated with another variable named GLumenRadianceCacheVisualize. They share the same value. See the following C++ source code.

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/Lumen/LumenVisualizeRadianceCache.cpp:11

Scope: file

Source code excerpt:

#include "LumenTranslucencyVolumeLighting.h"

int32 GLumenRadianceCacheVisualize = 0;
FAutoConsoleVariableRef CVarLumenRadianceCacheVisualize(
	TEXT("r.Lumen.RadianceCache.Visualize"),
	GLumenRadianceCacheVisualize,
	TEXT(""),
	ECVF_RenderThreadSafe
);

int32 GLumenVisualizeTranslucencyVolumeRadianceCache = 0;
FAutoConsoleVariableRef CVarLumenRadianceCacheVisualizeTranslucencyVolume(

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/Lumen/LumenVisualizeRadianceCache.cpp:139

Scope (from outer to inner):

file
function     void FDeferredShadingSceneRenderer::RenderLumenRadianceCacheVisualization

Source code excerpt:

		&& bAnyLumenActive
		&& (LumenScreenProbeGather::UseRadianceCache(Views[0]) || (GLumenVisualizeTranslucencyVolumeRadianceCache && GLumenTranslucencyVolume))
		&& GLumenRadianceCacheVisualize != 0)
	{
		RDG_EVENT_SCOPE(GraphBuilder, "VisualizeLumenRadianceCache");

		const FRadianceCacheState& RadianceCacheState = GLumenVisualizeTranslucencyVolumeRadianceCache != 0 ? Views[0].ViewState->Lumen.TranslucencyVolumeRadianceCacheState : Views[0].ViewState->Lumen.RadianceCacheState;

		FRDGTextureRef SceneColor = SceneTextures.Color.Resolve;