r.RayTracing.Shadows.EnableMaterials

r.RayTracing.Shadows.EnableMaterials

#Overview

name: r.RayTracing.Shadows.EnableMaterials

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/RayTracingShadows.cpp:31

Scope: file

Source code excerpt:

static int32 GRayTracingShadowsEnableMaterials = 1;
static FAutoConsoleVariableRef CVarRayTracingShadowsEnableMaterials(
	TEXT("r.RayTracing.Shadows.EnableMaterials"),
	GRayTracingShadowsEnableMaterials,
	TEXT("Enables material shader binding for shadow rays. If this is disabled, then a default trivial shader is used. (default = 1)"),
	ECVF_RenderThreadSafe
);

static float GRayTracingShadowsAvoidSelfIntersectionTraceDistance = 0.0f;

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/RayTracing/RayTracingMaterialHitShaders.cpp:657

Scope (from outer to inner):

file
function     FRayTracingPipelineState* FDeferredShadingSceneRenderer::CreateRayTracingMaterialPipeline

Source code excerpt:

	const bool bMaterialsCompiled = GCompileRayTracingMaterialAHS || GCompileRayTracingMaterialCHS;
	const bool bEnableMaterials = bMaterialsCompiled && GEnableRayTracingMaterials != 0;
	static auto CVarEnableShadowMaterials = IConsoleManager::Get().FindConsoleVariable(TEXT("r.RayTracing.Shadows.EnableMaterials"));
	const bool bEnableShadowMaterials = bMaterialsCompiled && (CVarEnableShadowMaterials ? CVarEnableShadowMaterials->GetInt() != 0 : true);

	FRHIRayTracingShader* OpaqueShadowShader   = bIsPathTracing ? GetPathTracingDefaultOpaqueHitShader(View.ShaderMap) : GetRayTracingDefaultOpaqueShader(View.ShaderMap);
	FRHIRayTracingShader* HiddenMaterialShader = bIsPathTracing ? GetPathTracingDefaultHiddenHitShader(View.ShaderMap) : GetRayTracingDefaultHiddenShader(View.ShaderMap);

	FRHIRayTracingShader* OpaqueMeshDecalHitShader = GetDefaultOpaqueMeshDecalHitShader(View.ShaderMap);