r.Mobile.EarlyZPass

r.Mobile.EarlyZPass

#Overview

name: r.Mobile.EarlyZPass

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/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"));