r.Water.WaterMesh.GPUQuadTree.ZBoundsPadding

r.Water.WaterMesh.GPUQuadTree.ZBoundsPadding

#Overview

name: r.Water.WaterMesh.GPUQuadTree.ZBoundsPadding

This variable is created as a Console Variable (cvar).

It is referenced in 1 C++ source file.

#Summary

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Plugins/Experimental/Water/Source/Runtime/Private/WaterQuadTreeGPU.cpp:28

Scope: file

Source code excerpt:

float GWaterQuadTreeZBoundsPadding = 200.0f;
static FAutoConsoleVariableRef CVarWaterQuadTreeZBoundsPadding(
	TEXT("r.Water.WaterMesh.GPUQuadTree.ZBoundsPadding"),
	GWaterQuadTreeZBoundsPadding,
	TEXT("Amount of padding to apply to the Z bounds of each quadtree node."
		" Necessary for sloped rivers, whose complete Z bounds can be underestimated due to using non-conservative rasterization to build the quadtree."),
	ECVF_RenderThreadSafe);

int32 GWaterQuadTreeOcclusionCulling = 3;