r.MinScreenRadiusForCSMDepth
r.MinScreenRadiusForCSMDepth
#Overview
name: r.MinScreenRadiusForCSMDepth
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Threshold below which meshes will be culled from CSM depth pass.
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(