r.RayTracing.CompileMaterialAHS
r.RayTracing.CompileMaterialAHS
#Overview
name: r.RayTracing.CompileMaterialAHS
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
0: skip compilation of any-hit shaders for materials (useful if alpha masked or translucent materials are not needed)\n 1: compile any hit shaders for all ray tracing materials (default)\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/RayTracing/RayTracingMaterialHitShaders.cpp:40
Scope: file
Source code excerpt:
int32 GCompileRayTracingMaterialAHS = 1;
static FAutoConsoleVariableRef CVarCompileRayTracingMaterialAHS(
TEXT("r.RayTracing.CompileMaterialAHS"),
GCompileRayTracingMaterialAHS,
TEXT(" 0: skip compilation of any-hit shaders for materials (useful if alpha masked or translucent materials are not needed)\n")
TEXT(" 1: compile any hit shaders for all ray tracing materials (default)\n"),
ECVF_ReadOnly
);
#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/Shader.cpp:2289
Scope (from outer to inner):
file
function void ShaderMapAppendKeyString
Source code excerpt:
{
static const auto CVarCompileCHS = IConsoleManager::Get().FindConsoleVariable(TEXT("r.RayTracing.CompileMaterialCHS"));
static const auto CVarCompileAHS = IConsoleManager::Get().FindConsoleVariable(TEXT("r.RayTracing.CompileMaterialAHS"));
static const auto CVarTextureLod = IConsoleManager::Get().FindConsoleVariable(TEXT("r.RayTracing.UseTextureLod"));
KeyString += FString::Printf(TEXT("_RAY-CHS%dAHS%dLOD%d"),
CVarCompileCHS && CVarCompileCHS->GetBool() ? 1 : 0,
CVarCompileAHS && CVarCompileAHS->GetBool() ? 1 : 0,
CVarTextureLod && CVarTextureLod->GetBool() ? 1 : 0);