r.Material.ExcludeNonPipelinedShaders
r.Material.ExcludeNonPipelinedShaders
#Overview
name: r.Material.ExcludeNonPipelinedShaders
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
if != 0, standalone shaders that are also part of FShaderPipeline will not be compiled (default).
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/Engine/Private/Materials/MaterialShader.cpp:38
Scope: file
Source code excerpt:
int32 GMaterialExcludeNonPipelinedShaders = 1;
static FAutoConsoleVariableRef CVarMaterialExcludeNonPipelinedShaders(
TEXT("r.Material.ExcludeNonPipelinedShaders"),
GMaterialExcludeNonPipelinedShaders,
TEXT("if != 0, standalone shaders that are also part of FShaderPipeline will not be compiled (default)."),
ECVF_ReadOnly | ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<FString> CVarMaterialShaderMapDump(
#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/RenderUtils.cpp:1203
Scope (from outer to inner):
file
function bool ExcludeNonPipelinedShaderTypes
Source code excerpt:
if (bShaderPipelinesAreEnabled)
{
static FShaderPlatformCachedIniValue<int32> PerPlatformCVar(TEXT("r.Material.ExcludeNonPipelinedShaders"));
bool bExcludeNonPipelinedShaders = PerPlatformCVar.Get(ShaderPlatform) != 0;
return bExcludeNonPipelinedShaders;
}
}
return false;