r.MinScreenRadiusForCSMDepth

r.MinScreenRadiusForCSMDepth

#Overview

name: r.MinScreenRadiusForCSMDepth

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/Classes/Engine/RendererSettings.h:365

Scope (from outer to inner):

file
class        class URendererSettings : public UDeveloperSettings

Source code excerpt:


	UPROPERTY(config, EditAnywhere, Category=Culling, meta=(
		ConsoleVariable="r.MinScreenRadiusForCSMDepth",DisplayName="Min Screen Radius for Cascaded Shadow Maps",
		ToolTip="Screen radius at which objects are culled for cascaded shadow map depth passes. Larger values can improve performance but can cause artifacts as objects stop casting shadows."))
	float MinScreenRadiusForCSMdepth;

	UPROPERTY(config, EditAnywhere, Category=Culling, meta=(
		ConsoleVariable="r.PrecomputedVisibilityWarning",DisplayName="Warn about no precomputed visibility",
		ToolTip="Displays a warning when no precomputed visibility data is available for the current camera location. This can be helpful if you are making a game that relies on precomputed visibility, e.g. a first person mobile game."))

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp:80

Scope: file

Source code excerpt:

float GMinScreenRadiusForCSMDepth = 0.01f;
static FAutoConsoleVariableRef CVarMinScreenRadiusForCSMDepth(
	TEXT("r.MinScreenRadiusForCSMDepth"),
	GMinScreenRadiusForCSMDepth,
	TEXT("Threshold below which meshes will be culled from CSM depth pass."),
	ECVF_RenderThreadSafe
	);

static TAutoConsoleVariable<int32> CVarTemporalAASamples(