r.Mobile.EarlyZPass
r.Mobile.EarlyZPass
#Overview
name: r.Mobile.EarlyZPass
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Whether to use a depth only pass to initialize Z culling for the mobile base pass. Changing this setting requires restarting the editor.\n 0: off\n 1: all opaque \n 2: masked primitives only \n
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/Renderer/Private/RendererScene.cpp:124
Scope: file
Source code excerpt:
static TAutoConsoleVariable<int32> CVarMobileEarlyZPass(
TEXT("r.Mobile.EarlyZPass"),
0,
TEXT("Whether to use a depth only pass to initialize Z culling for the mobile base pass. Changing this setting requires restarting the editor.\n")
TEXT(" 0: off\n")
TEXT(" 1: all opaque \n")
TEXT(" 2: masked primitives only \n"),
ECVF_ReadOnly
#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/ReadOnlyCVARCache.cpp:33
Scope (from outer to inner):
file
function int32 FReadOnlyCVARCache::MobileEarlyZPassIniValue
Source code excerpt:
int32 FReadOnlyCVARCache::MobileEarlyZPassIniValue(EShaderPlatform Platform)
{
static FShaderPlatformCachedIniValue<int32> CVar(TEXT("r.Mobile.EarlyZPass"));
return CVar.Get(Platform);
}
int32 FReadOnlyCVARCache::MobileForwardLocalLightsIniValue(EShaderPlatform Platform)
{
static FShaderPlatformCachedIniValue<int32> CVar(TEXT("r.Mobile.Forward.EnableLocalLights"));