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