r.Shaders.WriteSymbols.Zip
r.Shaders.WriteSymbols.Zip
#Overview
name: r.Shaders.WriteSymbols.Zip
The value of this variable can be defined or overridden in .ini config files. 2
.ini config files referencing this setting variable.
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
0: Export as loose files.\n 1: Export as an uncompressed archive.\n
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEngine.ini:1998, section: [ShaderCompiler]
- INI Section:
ShaderCompiler
- Raw value:
0
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseEngine.ini:2013, section: [ShaderCompiler_BuildMachine]
- INI Section:
ShaderCompiler_BuildMachine
- Raw value:
0
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp:2193
Scope: file
Source code excerpt:
static TAutoConsoleVariable<int32> CVarShadersWriteSymbolsZip(
TEXT("r.Shaders.WriteSymbols.Zip"),
0,
TEXT(" 0: Export as loose files.\n")
TEXT(" 1: Export as an uncompressed archive.\n"),
ECVF_ReadOnly);
static TAutoConsoleVariable<int32> CVarShadersEnableExtraData(
#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/ShaderCore.cpp:661
Scope (from outer to inner):
file
function bool ShouldWriteShaderSymbolsAsZip
Source code excerpt:
bool ShouldWriteShaderSymbolsAsZip(FName ShaderFormat)
{
static const FShaderSymbolSettingHelper WriteSymbolsZip(TEXT("r.Shaders.WriteSymbols.Zip"));
return WriteSymbolsZip.IsEnabled(ShaderFormat);
}
bool ShouldEnableExtraShaderData(FName ShaderFormat)
{
static const FShaderSymbolSettingHelper ExtraData(TEXT("r.Shaders.ExtraData"));