r.RayTracing.Sky.HairOcclusionThreshold
r.RayTracing.Sky.HairOcclusionThreshold
#Overview
name: r.RayTracing.Sky.HairOcclusionThreshold
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Define the number of hair that need to be crossed, before casting occlusion (default = 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/HairStrands/HairStrandsVoxelization.cpp:112
Scope: file
Source code excerpt:
static float GHairVirtualVoxelRaytracing_SkyOcclusionThreshold = 1;
static FAutoConsoleVariableRef CVarHairVirtualVoxelRaytracing_ShadowOcclusionThreshold(TEXT("r.RayTracing.Shadows.HairOcclusionThreshold"), GHairVirtualVoxelRaytracing_ShadowOcclusionThreshold, TEXT("Define the number of hair that need to be crossed, before casting occlusion (default = 1)"), ECVF_RenderThreadSafe);
static FAutoConsoleVariableRef CVarHairVirtualVoxelRaytracing_SkyOcclusionThreshold(TEXT("r.RayTracing.Sky.HairOcclusionThreshold"), GHairVirtualVoxelRaytracing_SkyOcclusionThreshold, TEXT("Define the number of hair that need to be crossed, before casting occlusion (default = 1)"), ECVF_RenderThreadSafe);
static int32 GHairVirtualVoxelAdaptive_Enable = 1;
static float GHairVirtualVoxelAdaptive_CorrectionSpeed = 0.1f;
static float GHairVirtualVoxelAdaptive_CorrectionThreshold = 0.90f;
static FAutoConsoleVariableRef CVarHairVirtualVoxelAdaptive_Enable(TEXT("r.HairStrands.Voxelization.Virtual.Adaptive"), GHairVirtualVoxelAdaptive_Enable, TEXT("Enable adaptive voxel allocation (default = 1)"), ECVF_RenderThreadSafe);
static FAutoConsoleVariableRef CVarHairVirtualVoxelAdaptive_CorrectionSpeed(TEXT("r.HairStrands.Voxelization.Virtual.Adaptive.CorrectionSpeed"), GHairVirtualVoxelAdaptive_CorrectionSpeed, TEXT("Define the speed at which allocation adaption runs (value in 0..1, default = 0.25). A higher number means faster adaptation, but with a risk of oscillation i.e. over and under allocation"), ECVF_RenderThreadSafe);