r.Water.SingleLayer.ShadersSupportVSMFiltering
r.Water.SingleLayer.ShadersSupportVSMFiltering
#Overview
name: r.Water.SingleLayer.ShadersSupportVSMFiltering
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Whether or not the single layer water material shaders are compiled with support for virtual shadow map filter, i.e. output main directional light luminance in a separate render target. This is preconditioned on using deferred shading and having VSM support enabled in the project.
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/SingleLayerWaterRendering.cpp:84
Scope: file
Source code excerpt:
static TAutoConsoleVariable<int32> CVarWaterSingleLayerShadersSupportVSMFiltering(
TEXT("r.Water.SingleLayer.ShadersSupportVSMFiltering"), 0,
TEXT("Whether or not the single layer water material shaders are compiled with support for virtual shadow map filter, i.e. output main directional light luminance in a separate render target. This is preconditioned on using deferred shading and having VSM support enabled in the project."),
ECVF_ReadOnly | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarWaterSingleLayerVSMFiltering(
TEXT("r.Water.SingleLayer.VSMFiltering"), 0,
TEXT("When using deferred, virtual shadow map filtering is supported on single layer water. This cvar can be used to toggle it on/off at runtime."),
#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/RenderUtils.cpp:1390
Scope (from outer to inner):
file
function bool IsWaterVirtualShadowMapFilteringEnabled
Source code excerpt:
bool IsWaterVirtualShadowMapFilteringEnabled(const FStaticShaderPlatform Platform)
{
static const auto CVarWaterSingleLayerShaderSupportVSMFiltering = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Water.SingleLayer.ShadersSupportVSMFiltering"));
const bool bWaterVSMFilteringSupported = CVarWaterSingleLayerShaderSupportVSMFiltering && (CVarWaterSingleLayerShaderSupportVSMFiltering->GetInt() > 0);
const bool bVirtualShadowMapsSupported = DoesPlatformSupportVirtualShadowMaps(Platform);
return !IsForwardShadingEnabled(Platform) && bWaterVSMFilteringSupported && bVirtualShadowMapsSupported;
}