r.Shaders.RemoveUnusedInterpolators

r.Shaders.RemoveUnusedInterpolators

#Overview

name: r.Shaders.RemoveUnusedInterpolators

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

This variable is created as a Console Variable (cvar).

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/Windows/WindowsEngine.ini:30, section: [/Script/Engine.RendererSettings]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/Shader.cpp:82

Scope: file

Source code excerpt:


static TAutoConsoleVariable<int32> CVarRemoveUnusedInterpolators(
	TEXT("r.Shaders.RemoveUnusedInterpolators"),
	0,
	TEXT("Enables removing unused interpolators mode when compiling shader pipelines.\n")
	TEXT(" 0: Disable (default)\n")
	TEXT(" 1: Enable removing unused"),
	ECVF_ReadOnly
);

#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/RenderUtils.cpp:1191

Scope (from outer to inner):

file
function     bool UseRemoveUnsedInterpolators

Source code excerpt:

RENDERCORE_API bool UseRemoveUnsedInterpolators(EShaderPlatform ShaderPlatform)
{
	static FShaderPlatformCachedIniValue<int32> PerPlatformCVar(TEXT("r.Shaders.RemoveUnusedInterpolators"));
	bool bRemoveUnusedInterpolators = PerPlatformCVar.Get(ShaderPlatform) != 0;
	return bRemoveUnusedInterpolators;
}

RENDERCORE_API bool ExcludeNonPipelinedShaderTypes(EShaderPlatform ShaderPlatform)
{