r.Material.ExcludeNonPipelinedShaders

r.Material.ExcludeNonPipelinedShaders

#Overview

name: r.Material.ExcludeNonPipelinedShaders

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

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;