r.RayTracing.CompileMaterialCHS
r.RayTracing.CompileMaterialCHS
#Overview
name: r.RayTracing.CompileMaterialCHS
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
0: skip compilation of closest-hit shaders for materials (useful if only shadows or ambient occlusion effects are needed)\n 1: compile closest 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:31
Scope: file
Source code excerpt:
int32 GCompileRayTracingMaterialCHS = 1;
static FAutoConsoleVariableRef CVarCompileRayTracingMaterialCHS(
TEXT("r.RayTracing.CompileMaterialCHS"),
GCompileRayTracingMaterialCHS,
TEXT(" 0: skip compilation of closest-hit shaders for materials (useful if only shadows or ambient occlusion effects are needed)\n")
TEXT(" 1: compile closest hit shaders for all ray tracing materials (default)\n"),
ECVF_ReadOnly
);
#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/Shader.cpp:2288
Scope (from outer to inner):
file
function void ShaderMapAppendKeyString
Source code excerpt:
if (ShouldCompileRayTracingShadersForProject(Platform))
{
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,