r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject
#Overview
name: r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Whether to render Lumen Reflections on the frontmost layer of Translucent Surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections.
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/Lumen/LumenFrontLayerTranslucency.cpp:24
Scope: file
Source code excerpt:
// Note: Driven by URendererSettings
static TAutoConsoleVariable<int32> CVarLumenFrontLayerTranslucencyReflectionsEnabledForProject(
TEXT("r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject"),
0,
TEXT("Whether to render Lumen Reflections on the frontmost layer of Translucent Surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections."),
ECVF_RenderThreadSafe
);
// Whether the user setting should be respected based on the current scalability level
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/SceneView.cpp:2009
Scope (from outer to inner):
file
function void FSceneView::StartFinalPostprocessSettings
Source code excerpt:
{
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject"));
FinalPostProcessSettings.LumenFrontLayerTranslucencyReflections = CVar->GetValueOnGameThread() != 0;
}
FinalPostProcessSettings.DepthOfFieldUseHairDepth = GetHairStrandsDepthOfFieldUseHairDepth();
}