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| FAutoConsoleVariableRef | CVarCacheWholeSceneShadows (TEXT("r.Shadow.CacheWholeSceneShadows"), GCacheWholeSceneShadows, TEXT("When enabled, movable point and spot light whole scene shadow depths from static primitives will be cached as an optimization."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarMaxNumPointShadowCacheUpdatePerFrame (TEXT("r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame"), GMaxNumPointShadowCacheUpdatesPerFrame, TEXT("Maximum number of point light shadow cache updates allowed per frame." "Only affect updates caused by resolution change. -1 means no limit."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarMaxNumSpotShadowCacheUpdatePerFrame (TEXT("r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame"), GMaxNumSpotShadowCacheUpdatesPerFrame, TEXT("Maximum number of spot light shadow cache updates allowed per frame." "Only affect updates caused by resolution change. -1 means no limit."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarWholeSceneShadowCacheMb (TEXT("r.Shadow.WholeSceneShadowCacheMb"), GWholeSceneShadowCacheMb, TEXT("Amount of memory that can be spent caching whole scene shadows. ShadowMap allocations in a single frame can cause this to be exceeded."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarCachedWholeSceneShadowsCastFromMovablePrimitives (TEXT("r.Shadow.CachedShadowsCastFromMovablePrimitives"), GCachedShadowsCastFromMovablePrimitives, TEXT("Disabling this can be used to remove the copy of the cached shadowmap."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarSkipCullingNaniteMeshes (TEXT("r.Shadow.SkipCullingNaniteMeshes"), GSkipCullingNaniteMeshes, TEXT("When enabled, CPU culling will ignore nanite meshes."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| bool | ShouldUseCachePreshadows () |
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| FAutoConsoleVariableRef | CVarPreshadowsForceLowestLOD (TEXT("r.Shadow.PreshadowsForceLowestDetailLevel"), GPreshadowsForceLowestLOD, TEXT("When enabled, static meshes render their lowest detail level into preshadow depth maps. Disabled by default as it causes artifacts with poor quality LODs (tree billboard)."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| uint32 | GetNumShadowDynamicMeshElementTasks () |
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| FAutoConsoleVariableRef | CVarUseOctreeForShadowCulling (TEXT("r.Shadow.UseOctreeForCulling"), GUseOctreeForShadowCulling, TEXT("Whether to use the primitive octree for shadow subject culling. The octree culls large groups of primitives at a time, but introduces cache misses walking the data structure."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| | CSV_DECLARE_CATEGORY_EXTERN (LightCount) |
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| void | DumpShadowDumpSetup () |
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| template<typename CacheLambdaType , typename UnCacheLambdaType > |
| void | TryToCacheShadowMap (const FScene *Scene, int64 CachedShadowMapsSize, int32 &OutNumShadowMaps, EShadowDepthCacheMode *OutCacheModes, uint32 &NumCachesUpdatedThisFrame, CacheLambdaType &&CacheLambda, UnCacheLambdaType &&UnCacheLambda) |
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| float | CalculateShadowFadeAlpha (const float MaxUnclampedResolution, const uint32 ShadowFadeResolution, const uint32 MinShadowResolution) |
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| int32 | GetMaxShadowResolution (ERHIFeatureLevel::Type FeatureLevel) |
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| bool | AreAnyViewsStaticSceneOnly (TArrayView< FViewInfo > Views) |
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| UE::Tasks::FTask | GetGatherAndSortLightsPrerequisiteTask (const FDynamicShadowsTaskData *TaskData) |
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| void | BeginShadowGatherDynamicMeshElements (FDynamicShadowsTaskData *TaskData) |
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| TConstArrayView< FProjectedShadowInfo * > | GetProjectedDistanceFieldShadows (const FDynamicShadowsTaskData *TaskData) |
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| bool | ShouldCreateObjectShadowForStationaryLight (const FLightSceneInfo *LightSceneInfo, const FPrimitiveSceneProxy *PrimitiveSceneProxy, bool bInteractionShadowMapped) |
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| void | ComputeWholeSceneShadowCacheModes (const FLightSceneInfo *LightSceneInfo, bool bCubeShadowMap, float RealTime, float ActualDesiredResolution, const FIntPoint &MaxShadowResolution, FScene *Scene, bool bNeedsVirtualShadowMap, FWholeSceneProjectedShadowInitializer &InOutProjectedShadowInitializer, const int64 CachedShadowMapsSize, FIntPoint &InOutShadowMapSize, uint32 &InOutNumPointShadowCachesUpdatedThisFrame, uint32 &InOutNumSpotShadowCachesUpdatedThisFrame, int32 &OutNumShadowMaps, EShadowDepthCacheMode *OutCacheModes) |
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| void | ComputeViewDependentWholeSceneShadowCacheModes (const FLightSceneInfo *LightSceneInfo, float RealTime, FScene *Scene, const FWholeSceneProjectedShadowInitializer &ProjectedShadowInitializer, const int64 CachedShadowMapsSize, const FIntPoint &ShadowMapSize, uint32 &InOutNumCSMCachesUpdatedThisFrame, int32 &OutNumShadowMaps, EShadowDepthCacheMode *OutCacheModes) |
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| void | BuildLightViewFrustumConvexHull (const FVector &LightOrigin, const FConvexVolume &Frustum, FConvexVolume &ConvexHull) |
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| void | BuildLightViewFrustumConvexHulls (const FVector &LightOrigin, const TArray< FViewInfo > &Views, FLightViewFrustumConvexHulls &ConvexHulls) |
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| bool | IntersectsConvexHulls (FLightViewFrustumConvexHulls const &ConvexHulls, FBoxSphereBounds const &Bounds) |
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| TCHAR *const | GetTranslucencyShadowTransmissionName (uint32 Id) |
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| float | GMinScreenRadiusForShadowCaster = 0.01f |
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| int | GEnableNonNaniteVSM |
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| int32 | GCacheWholeSceneShadows = 1 |
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| int32 | GMaxNumPointShadowCacheUpdatesPerFrame = -1 |
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| int32 | GMaxNumSpotShadowCacheUpdatesPerFrame = -1 |
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| int32 | GWholeSceneShadowCacheMb = 150 |
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| int32 | GCachedShadowsCastFromMovablePrimitives = 1 |
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| int32 | GSkipCullingNaniteMeshes = 1 |
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| int32 | GPreshadowsForceLowestLOD = 0 |
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| int32 | GParallelInitDynamicShadows = 1 |
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| int32 | GNumShadowDynamicMeshElementTasks = 4 |
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| int32 | GUseOctreeForShadowCulling = 1 |
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| TAutoConsoleVariable< int32 > | CVarVsmUseFarShadowRules (TEXT("r.Shadow.Virtual.UseFarShadowCulling"), 1, TEXT("Switch between implementing the far shadow culling logic for VSMs."), ECVF_RenderThreadSafe) |
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| bool | GDumpShadowSetup = false |
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| FAutoConsoleCommand | CmdDumpShadowDumpSetup (TEXT("r.DumpShadows"), TEXT("Dump shadow setup (for developer only, only for non shiping build)"), FConsoleCommandDelegate::CreateStatic(DumpShadowDumpSetup)) |
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| FAutoConsoleVariableRef | CVarComputeShadowFadeUsingResolutionScale (TEXT("r.Shadow.DoesFadeUseResolutionScale"), GDoesShadowFadeUseResolutionScale, TEXT("When enabled (default), the shadow resolution scale for the individual light feeds into the fade out calculation, increasing the control of shadow fade out.\n" " Setting the cvar to 0 restores the behavior to pre UE 5.6."), ECVF_RenderThreadSafe) |
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| FAutoConsoleTaskPriority | CPrio_GatherShadowPrimitives (TEXT("TaskGraph.TaskPriorities.GatherShadowPrimitives"), TEXT("Task and thread priority for GatherShadowPrimitives tasks."), ENamedThreads::HighThreadPriority, ENamedThreads::NormalTaskPriority, ENamedThreads::HighTaskPriority) |
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