r.MinScreenRadiusForDepthPrepass

r.MinScreenRadiusForDepthPrepass

#Overview

name: r.MinScreenRadiusForDepthPrepass

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:360

Scope (from outer to inner):

file
class        class URendererSettings : public UDeveloperSettings

Source code excerpt:


	UPROPERTY(config, EditAnywhere, Category=Culling, meta=(
		ConsoleVariable="r.MinScreenRadiusForDepthPrepass",DisplayName="Min Screen Radius for Early Z Pass",
		ToolTip="Screen radius at which objects are culled for the early Z pass. Larger values can improve performance but very large values can degrade performance if large occluders are not rendered."))
	float MinScreenRadiusForEarlyZPass;

	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."))

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp:72

Scope: file

Source code excerpt:

float GMinScreenRadiusForDepthPrepass = 0.03f;
static FAutoConsoleVariableRef CVarMinScreenRadiusForDepthPrepass(
	TEXT("r.MinScreenRadiusForDepthPrepass"),
	GMinScreenRadiusForDepthPrepass,
	TEXT("Threshold below which meshes will be culled from depth only pass."),
	ECVF_RenderThreadSafe
	);

float GMinScreenRadiusForCSMDepth = 0.01f;