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).
- type:
Var
- help:
Enables removing unused interpolators mode when compiling shader pipelines.\n 0: Disable (default)\n 1: Enable removing unused
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]
- INI Section:
/Script/Engine.RendererSettings
- Raw value:
1
- Is Array:
False
#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)
{