r.UseClusteredDeferredShading
r.UseClusteredDeferredShading
#Overview
name: r.UseClusteredDeferredShading
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Toggle use of clustered deferred shading for lights that support it. 0 is off (default), 1 is on (also required is SM5 to actually turn on).
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/ClusteredDeferredShadingPass.cpp:33
Scope: file
Source code excerpt:
int32 GUseClusteredDeferredShading = 0;
static FAutoConsoleVariableRef CVarUseClusteredDeferredShading(
TEXT("r.UseClusteredDeferredShading"),
GUseClusteredDeferredShading,
TEXT("Toggle use of clustered deferred shading for lights that support it. 0 is off (default), 1 is on (also required is SM5 to actually turn on)."),
ECVF_RenderThreadSafe
);
DECLARE_GPU_STAT_NAMED(ClusteredShading, TEXT("Clustered Shading"));
#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.h:812
Scope (from outer to inner):
file
class class FDeferredShadingSceneRenderer : public FSceneRenderer
Source code excerpt:
/**
* True if the 'r.UseClusteredDeferredShading' flag is 1 and sufficient feature level.
*/
bool ShouldUseClusteredDeferredShading() const;
/**
* Have the lights been injected into the light grid?
*/
bool AreLightsInLightGrid() const;