ShowFlag.LumenShortRangeAmbientOcclusion

ShowFlag.LumenShortRangeAmbientOcclusion

#Overview

name: ShowFlag.LumenShortRangeAmbientOcclusion

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

It is referenced in 4 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of ShowFlag.LumenShortRangeAmbientOcclusion is to control the computation and display of short-range ambient occlusion in the Lumen global illumination system within Unreal Engine 5.

Regarding the associated variable LumenShortRangeAmbientOcclusion:

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl:441

Scope: file

Source code excerpt:

SHOWFLAG_ALWAYS_ACCESSIBLE(LumenSecondaryBounces, SFG_Lumen, NSLOCTEXT("UnrealEd", "LumenSecondaryBouncesSF", "Secondary Bounces"))
/** Compute screen space directional occlusion in Lumen */
SHOWFLAG_ALWAYS_ACCESSIBLE(LumenShortRangeAmbientOcclusion, SFG_Lumen, NSLOCTEXT("UnrealEd", "LumenShortRangeAmbientOcclusionSF", "Short Range Ambient Occlusion"))

/** Draw Nanite meshes */
SHOWFLAG_ALWAYS_ACCESSIBLE(NaniteMeshes, SFG_Nanite, NSLOCTEXT("UnrealEd", "NaniteMeshesSF", "Meshes"))
/** Draw Nanite streaming geometry */
SHOWFLAG_ALWAYS_ACCESSIBLE(NaniteStreamingGeometry, SFG_Nanite, NSLOCTEXT("UnrealEd", "NaniteStreamingGeometrySF", "Streaming Geometry"))

#Associated Variable and Callsites

This variable is associated with another variable named LumenShortRangeAmbientOcclusion. They share the same value. See the following C++ source code.

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl:441

Scope: file

Source code excerpt:

SHOWFLAG_ALWAYS_ACCESSIBLE(LumenSecondaryBounces, SFG_Lumen, NSLOCTEXT("UnrealEd", "LumenSecondaryBouncesSF", "Secondary Bounces"))
/** Compute screen space directional occlusion in Lumen */
SHOWFLAG_ALWAYS_ACCESSIBLE(LumenShortRangeAmbientOcclusion, SFG_Lumen, NSLOCTEXT("UnrealEd", "LumenShortRangeAmbientOcclusionSF", "Short Range Ambient Occlusion"))

/** Draw Nanite meshes */
SHOWFLAG_ALWAYS_ACCESSIBLE(NaniteMeshes, SFG_Nanite, NSLOCTEXT("UnrealEd", "NaniteMeshesSF", "Meshes"))
/** Draw Nanite streaming geometry */
SHOWFLAG_ALWAYS_ACCESSIBLE(NaniteStreamingGeometry, SFG_Nanite, NSLOCTEXT("UnrealEd", "NaniteStreamingGeometrySF", "Streaming Geometry"))

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/Lumen/LumenReSTIRGather.cpp:1294

Scope (from outer to inner):

file
function     FSSDSignalTextures FDeferredShadingSceneRenderer::RenderLumenReSTIRGather

Source code excerpt:

	DenoiserOutputs.Textures[2] = RoughSpecularIndirect;

	if (GLumenReSTIRGatherShortRangeAmbientOcclusion != 0 && ViewFamily.EngineShowFlags.LumenShortRangeAmbientOcclusion)
	{
		float MaxScreenTraceFraction = GLumenReSTIRGatherShortRangeAOMaxScreenTraceFraction;
		ScreenSpaceBentNormalParameters = ComputeScreenSpaceShortRangeAO(GraphBuilder, Scene, View, SceneTextures, LightingChannelsTexture, BlueNoise, MaxScreenTraceFraction, 1.0f, ComputePassFlags);
	}

	return DenoiserOutputs;

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/Lumen/LumenScreenProbeGather.cpp:369

Scope (from outer to inner):

file
namespace    LumenScreenProbeGather
function     bool UseShortRangeAmbientOcclusion

Source code excerpt:

	bool UseShortRangeAmbientOcclusion(const FEngineShowFlags& ShowFlags)
	{
		return GLumenScreenProbeGatherReferenceMode ? false : (GLumenShortRangeAmbientOcclusion != 0 && ShowFlags.LumenShortRangeAmbientOcclusion);
	}

	bool ApplyShortRangeAODuringIntegration()
	{
		return GLumenShortRangeAOApplyDuringIntegration != 0;
	}