r.RayTracing.UseTextureLod

r.RayTracing.UseTextureLod

#Overview

name: r.RayTracing.UseTextureLod

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/DeferredShadingRenderer.cpp:158

Scope: file

Source code excerpt:

int32 GRayTracingUseTextureLod = 0;
static TAutoConsoleVariable<int32> CVarRayTracingTextureLod(
	TEXT("r.RayTracing.UseTextureLod"),
	GRayTracingUseTextureLod,
	TEXT("Enable automatic texture mip level selection in ray tracing material shaders.\n")
	TEXT(" 0: highest resolution mip level is used for all texture (default).\n")
	TEXT(" 1: texture LOD is approximated based on total ray length, output resolution and texel density at hit point (ray cone method)."),
	ECVF_RenderThreadSafe | ECVF_ReadOnly);

#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/Shader.cpp:2290

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);
	}