r.RayTracing.CompileMaterialAHS

r.RayTracing.CompileMaterialAHS

#Overview

name: r.RayTracing.CompileMaterialAHS

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/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);