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).

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:1998, section: [ShaderCompiler]

Location: <Workspace>/Engine/Config/BaseEngine.ini:2013, section: [ShaderCompiler_BuildMachine]

#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"));