r.Mobile.IgnoreDeferredShadingSkyLightChannels
r.Mobile.IgnoreDeferredShadingSkyLightChannels
#Overview
name: r.Mobile.IgnoreDeferredShadingSkyLightChannels
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Whether to ignore primitive lighting channels when applying SkyLighting in a mobile deferred shading.\nThis may improve GPU performance at the cost of incorrect lighting for a primitves with non-default lighting channels
It is referenced in 1
C++ source file.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/MobileDeferredShadingPass.cpp:36
Scope: file
Source code excerpt:
int32 GMobileIgnoreDeferredShadingSkyLightChannels = 0;
static FAutoConsoleVariableRef CVarMobileIgnoreDeferredShadingSkyLightChannels(
TEXT("r.Mobile.IgnoreDeferredShadingSkyLightChannels"),
GMobileIgnoreDeferredShadingSkyLightChannels,
TEXT("Whether to ignore primitive lighting channels when applying SkyLighting in a mobile deferred shading.\n"
"This may improve GPU performance at the cost of incorrect lighting for a primitves with non-default lighting channels"),
ECVF_RenderThreadSafe
);