ShowFlag.Refraction

ShowFlag.Refraction

#Overview

name: ShowFlag.Refraction

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

It is referenced in 76 C++ source files.

#Summary

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl:107

Scope: file

Source code excerpt:

SHOWFLAG_FIXED_IN_SHIPPING(0, PhysicalMaterialMasks, SFG_Advanced, NSLOCTEXT("UnrealEd", "PhysicalMaterialMasksSF", "Physical Material Masks"))
/** Render Post process (screen space) distortion/refraction */
SHOWFLAG_FIXED_IN_SHIPPING(1, Refraction, SFG_Developer, NSLOCTEXT("UnrealEd", "RefractionSF", "Refraction"))
/** Usually set in game or when previewing cinematics but not in editor, used for motion blur or any kind of rendering features that rely on the former frame */
SHOWFLAG_ALWAYS_ACCESSIBLE(CameraInterpolation, SFG_Hidden, NSLOCTEXT("UnrealEd", "CameraInterpolationSF", "Camera Interpolation"))
/** Post processing color fringe (chromatic aberration) */
SHOWFLAG_FIXED_IN_SHIPPING(1, SceneColorFringe, SFG_PostProcess, NSLOCTEXT("UnrealEd", "SceneColorFringeSF", "Scene Color Fringe"))
/** Post processing filmic tone curve and expand gamut */
SHOWFLAG_ALWAYS_ACCESSIBLE(ToneCurve, SFG_PostProcess, NSLOCTEXT("UnrealEd", "ToneCurveSF", "Tone Curve"))

#Associated Variable and Callsites

This variable is associated with another variable named Refraction, which is a popular name and overloaded in many contexts. There are 75 callsites. We have to skip these details.