r.Mobile.UseClusteredDeferredShading
r.Mobile.UseClusteredDeferredShading
#Overview
name: r.Mobile.UseClusteredDeferredShading
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Toggle use of clustered deferred shading for lights that support it. 0 is off (default), 1 is on. (requires LightGrid: r.Mobile.Forward.EnableLocalLights=1)
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:14
Scope: file
Source code excerpt:
int32 GMobileUseClusteredDeferredShading = 0;
static FAutoConsoleVariableRef CVarMobileUseClusteredDeferredShading(
TEXT("r.Mobile.UseClusteredDeferredShading"),
GMobileUseClusteredDeferredShading,
TEXT("Toggle use of clustered deferred shading for lights that support it. 0 is off (default), 1 is on. (requires LightGrid: r.Mobile.Forward.EnableLocalLights=1)"),
ECVF_RenderThreadSafe
);
static bool UseClusteredDeferredShading(const FStaticShaderPlatform Platform)