UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
VolumetricFog.cpp File Reference

Classes

class  FVolumetricFogMaterialSetupCS
 
class  FWriteToBoundingSphereVS
 
class  FInjectShadowedLocalLightPS
 
class  FCircleRasterizeVertexBuffer
 
class  FCircleRasterizeIndexBuffer
 
class  FVolumetricFogLightScatteringCS
 
class  FVolumetricFogFinalIntegrationCS
 

Functions

FAutoConsoleVariableRef CVarVolumetricFog (TEXT("r.VolumetricFog"), GVolumetricFog, TEXT("Whether to allow the volumetric fog feature."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarVolumetricFogInjectShadowedLightsSeparately (TEXT("r.VolumetricFog.InjectShadowedLightsSeparately"), GVolumetricFogInjectShadowedLightsSeparately, TEXT("Whether to allow the volumetric fog feature."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarVolumetricFogDepthDistributionScale (TEXT("r.VolumetricFog.DepthDistributionScale"), GVolumetricFogDepthDistributionScale, TEXT("Scales the slice depth distribution."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarVolumetricFogGridPixelSize (TEXT("r.VolumetricFog.GridPixelSize"), GVolumetricFogGridPixelSize, TEXT("XY Size of a cell in the voxel grid, in pixels."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarVolumetricFogGridSizeZ (TEXT("r.VolumetricFog.GridSizeZ"), GVolumetricFogGridSizeZ, TEXT("How many Volumetric Fog cells to use in z."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarVolumetricFogTemporalReprojection (TEXT("r.VolumetricFog.TemporalReprojection"), GVolumetricFogTemporalReprojection, TEXT("Whether to use temporal reprojection on volumetric fog."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarVolumetricFogJitter (TEXT("r.VolumetricFog.Jitter"), GVolumetricFogJitter, TEXT("Whether to apply jitter to each frame's volumetric fog computation, achieving temporal super sampling."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarVolumetricFogHistoryWeight (TEXT("r.VolumetricFog.HistoryWeight"), GVolumetricFogHistoryWeight, TEXT("How much the history value should be weighted each frame. This is a tradeoff between visible jittering and responsiveness."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarVolumetricFogHistoryMissSupersampleCount (TEXT("r.VolumetricFog.HistoryMissSupersampleCount"), GVolumetricFogHistoryMissSupersampleCount, TEXT("This reduces noise when panning or on camera cuts, but introduces a variable cost to volumetric fog computation. Valid range [1, 16]."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarInverseSquaredLightDistanceBiasScale (TEXT("r.VolumetricFog.InverseSquaredLightDistanceBiasScale"), GInverseSquaredLightDistanceBiasScale, TEXT("Scales the amount added to the inverse squared falloff denominator. This effectively removes the spike from inverse squared falloff that causes extreme aliasing."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarVolumetricFogEmissive (TEXT("r.VolumetricFog.Emissive"), GVolumetricFogEmissive, TEXT("Whether to allow the volumetric fog emissive component."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarVolumetricFogConservativeDepth (TEXT("r.VolumetricFog.ConservativeDepth"), GVolumetricFogConservativeDepth, TEXT("[Experimental] Whether to allow the volumetric to use conservative depth to accelerate computations."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarVolumetricInjectRaytracedLights (TEXT("r.VolumetricFog.InjectRaytracedLights"), GVolumetricFogInjectRaytracedLights, TEXT("Whether lights with ray traced shadows are injected into volumetric fog"), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarLightScatteringSampleJitterMultiplier (TEXT("r.VolumetricFog.LightScatteringSampleJitterMultiplier"), GLightScatteringSampleJitterMultiplier, TEXT("Multiplier for random offset value used to jitter each world sample position when generating the 3D fog volume. Enable/disable with r.VolumetricFog.Jitter"), ECVF_RenderThreadSafe|ECVF_Scalability)
 
int32 GetVolumetricFogGridPixelSize ()
 
 IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT (FVolumetricFogGlobalData, "VolumetricFog")
 
 DECLARE_GPU_STAT (VolumetricFog)
 
FVector3f VolumetricFogTemporalRandom (uint32 FrameNumber)
 
float GetVolumetricFogLightSoftFading ()
 
void SetupVolumetricFogIntegrationParameters (FVolumetricFogIntegrationParameters &Out, FViewInfo &View, const FVolumetricFogIntegrationParameterData &IntegrationData)
 
 IMPLEMENT_GLOBAL_SHADER (FVolumetricFogMaterialSetupCS, "/Engine/Private/VolumetricFog.usf", "MaterialSetupCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FWriteToBoundingSphereVS, "/Engine/Private/VolumetricFog.usf", "WriteToBoundingSphereVS", SF_Vertex)
 
 IMPLEMENT_GLOBAL_SHADER (FInjectShadowedLocalLightPS, "/Engine/Private/VolumetricFog.usf", "InjectShadowedLocalLightPS", SF_Pixel)
 
const FProjectedShadowInfoGetShadowForInjectionIntoVolumetricFog (const FVisibleLightInfo &VisibleLightInfo)
 
bool LightHasRayTracedShadows (const FLightSceneInfo *LightSceneInfo, const FSceneViewFamily &ViewFamily)
 
bool LightNeedsSeparateInjectionIntoVolumetricFogForOpaqueShadow (const FViewInfo &View, const FLightSceneInfo *LightSceneInfo, const FVisibleLightInfo &VisibleLightInfo, const FScene &InScene)
 
FIntPoint CalculateVolumetricFogBoundsForLight (const FSphere &LightBounds, const FViewInfo &View, FIntVector VolumetricFogGridSize, FVector GridZParams)
 
void SetupInjectShadowedLocalLightPSO (FRHIVertexShader *VertexShader, FRHIGeometryShader *GeometryShader, FRHIPixelShader *PixelShader, FGraphicsPipelineStateInitializer &GraphicsPSOInit)
 
 IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT (FLumenTranslucencyLightingUniforms, "LumenGIVolumeStruct")
 
 IMPLEMENT_GLOBAL_SHADER (FVolumetricFogLightScatteringCS, "/Engine/Private/VolumetricFog.usf", "LightScatteringCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FVolumetricFogFinalIntegrationCS, "/Engine/Private/VolumetricFog.usf", "FinalIntegrationCS", SF_Compute)
 
bool DoesPlatformSupportVolumetricFogVoxelization (const FStaticShaderPlatform Platform)
 
bool ShouldRenderVolumetricFog (const FScene *Scene, const FSceneViewFamily &ViewFamily)
 
FVector GetVolumetricFogGridZParams (float VolumetricFogStartDistance, float NearPlane, float FarPlane, int32 GridSizeZ)
 
FIntVector GetVolumetricFogResourceGridSize (const FViewInfo &View, int32 &OutVolumetricFogGridPixelSize)
 
FIntVector GetVolumetricFogViewGridSize (const FViewInfo &View, int32 &OutVolumetricFogGridPixelSize)
 
FVector2f GetVolumetricFogUVMaxForSampling (const FVector2f &ViewRectSize, FIntVector VolumetricFogResourceGridSize, int32 VolumetricFogResourceGridPixelSize)
 
FVector2f GetVolumetricFogPrevUVMaxForTemporalBlend (const FVector2f &ViewRectSize, FIntVector VolumetricFogResourceGridSize, int32 VolumetricFogResourceGridPixelSize)
 
FVector2f GetVolumetricFogFroxelToScreenSVPosRatio (const FViewInfo &View)
 
FRDGTextureDesc GetVolumetricFogRDGTextureDesc (const FIntVector &VolumetricFogResourceGridSize)
 
void SetupVolumetricFogGlobalData (const FViewInfo &View, FVolumetricFogGlobalData &Parameters)
 
void VolumetricFogGlobalPSOCollector (const FSceneTexturesConfig &SceneTexturesConfig, int32 GlobalPSOCollectorIndex, TArray< FPSOPrecacheData > &PSOInitializers)
 

Variables

int32 GVolumetricFog = 1
 
int32 GVolumetricFogInjectShadowedLightsSeparately = 1
 
float GVolumetricFogDepthDistributionScale = 32.0f
 
int32 GVolumetricFogGridPixelSize = 16
 
int32 GVolumetricFogGridSizeZ = 64
 
int32 GVolumetricFogTemporalReprojection = 1
 
int32 GVolumetricFogJitter = 1
 
float GVolumetricFogHistoryWeight = .9f
 
int32 GVolumetricFogHistoryMissSupersampleCount = 4
 
float GInverseSquaredLightDistanceBiasScale = 1.0f
 
int32 GVolumetricFogEmissive = 1
 
int32 GVolumetricFogRectLightTexture = 0
 
FAutoConsoleVariableRef CVarVolumetricRectLightTexture (TEXT("r.VolumetricFog.RectLightTexture"), GVolumetricFogRectLightTexture, TEXT("Whether to allow the volumetric fog to use rect light source texture."), ECVF_RenderThreadSafe)
 
int32 GVolumetricFogConservativeDepth = 1
 
int GVolumetricFogInjectRaytracedLights = 0
 
float GLightScatteringSampleJitterMultiplier = 0
 
TGlobalResource< FCircleRasterizeVertexBufferGCircleRasterizeVertexBuffer
 
TGlobalResource< FCircleRasterizeIndexBufferGCircleRasterizeIndexBuffer
 
uint32 VolumetricFogIntegrationGroupSize = 8
 
FRegisterGlobalPSOCollectorFunction RegisterVolumetricFogGlobalPSOCollectorVolumetricFogGlobalPSOCollector
 

Function Documentation

◆ CalculateVolumetricFogBoundsForLight()

FIntPoint CalculateVolumetricFogBoundsForLight ( const FSphere LightBounds,
const FViewInfo View,
FIntVector  VolumetricFogGridSize,
FVector  GridZParams 
)

◆ CVarInverseSquaredLightDistanceBiasScale()

FAutoConsoleVariableRef CVarInverseSquaredLightDistanceBiasScale ( TEXT("r.VolumetricFog.InverseSquaredLightDistanceBiasScale")  ,
GInverseSquaredLightDistanceBiasScale  ,
TEXT("Scales the amount added to the inverse squared falloff denominator. This effectively removes the spike from inverse squared falloff that causes extreme aliasing." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarLightScatteringSampleJitterMultiplier()

FAutoConsoleVariableRef CVarLightScatteringSampleJitterMultiplier ( TEXT("r.VolumetricFog.LightScatteringSampleJitterMultiplier")  ,
GLightScatteringSampleJitterMultiplier  ,
TEXT("Multiplier for random offset value used to jitter each world sample position when generating the 3D fog volume. Enable/disable with r.VolumetricFog.Jitter" ,
ECVF_RenderThreadSafe ECVF_Scalability 
)

◆ CVarVolumetricFog()

FAutoConsoleVariableRef CVarVolumetricFog ( TEXT("r.VolumetricFog")  ,
GVolumetricFog  ,
TEXT("Whether to allow the volumetric fog feature." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarVolumetricFogConservativeDepth()

FAutoConsoleVariableRef CVarVolumetricFogConservativeDepth ( TEXT("r.VolumetricFog.ConservativeDepth")  ,
GVolumetricFogConservativeDepth  ,
TEXT("[Experimental] Whether to allow the volumetric to use conservative depth to accelerate computations." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarVolumetricFogDepthDistributionScale()

FAutoConsoleVariableRef CVarVolumetricFogDepthDistributionScale ( TEXT("r.VolumetricFog.DepthDistributionScale")  ,
GVolumetricFogDepthDistributionScale  ,
TEXT("Scales the slice depth distribution." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarVolumetricFogEmissive()

FAutoConsoleVariableRef CVarVolumetricFogEmissive ( TEXT("r.VolumetricFog.Emissive")  ,
GVolumetricFogEmissive  ,
TEXT("Whether to allow the volumetric fog emissive component." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarVolumetricFogGridPixelSize()

FAutoConsoleVariableRef CVarVolumetricFogGridPixelSize ( TEXT("r.VolumetricFog.GridPixelSize")  ,
GVolumetricFogGridPixelSize  ,
TEXT("XY Size of a cell in the voxel grid, in pixels." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarVolumetricFogGridSizeZ()

FAutoConsoleVariableRef CVarVolumetricFogGridSizeZ ( TEXT("r.VolumetricFog.GridSizeZ")  ,
GVolumetricFogGridSizeZ  ,
TEXT("How many Volumetric Fog cells to use in z." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarVolumetricFogHistoryMissSupersampleCount()

FAutoConsoleVariableRef CVarVolumetricFogHistoryMissSupersampleCount ( TEXT("r.VolumetricFog.HistoryMissSupersampleCount")  ,
GVolumetricFogHistoryMissSupersampleCount  ,
TEXT("This reduces noise when panning or on camera cuts, but introduces a variable cost to volumetric fog computation. Valid range [1, 16].")  ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarVolumetricFogHistoryWeight()

FAutoConsoleVariableRef CVarVolumetricFogHistoryWeight ( TEXT("r.VolumetricFog.HistoryWeight")  ,
GVolumetricFogHistoryWeight  ,
TEXT("How much the history value should be weighted each frame. This is a tradeoff between visible jittering and responsiveness." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarVolumetricFogInjectShadowedLightsSeparately()

FAutoConsoleVariableRef CVarVolumetricFogInjectShadowedLightsSeparately ( TEXT("r.VolumetricFog.InjectShadowedLightsSeparately")  ,
GVolumetricFogInjectShadowedLightsSeparately  ,
TEXT("Whether to allow the volumetric fog feature." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarVolumetricFogJitter()

FAutoConsoleVariableRef CVarVolumetricFogJitter ( TEXT("r.VolumetricFog.Jitter")  ,
GVolumetricFogJitter  ,
TEXT("Whether to apply jitter to each frame's volumetric fog computation, achieving temporal super sampling." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarVolumetricFogTemporalReprojection()

FAutoConsoleVariableRef CVarVolumetricFogTemporalReprojection ( TEXT("r.VolumetricFog.TemporalReprojection")  ,
GVolumetricFogTemporalReprojection  ,
TEXT("Whether to use temporal reprojection on volumetric fog." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarVolumetricInjectRaytracedLights()

FAutoConsoleVariableRef CVarVolumetricInjectRaytracedLights ( TEXT("r.VolumetricFog.InjectRaytracedLights")  ,
GVolumetricFogInjectRaytracedLights  ,
TEXT("Whether lights with ray traced shadows are injected into volumetric fog" ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ DECLARE_GPU_STAT()

DECLARE_GPU_STAT ( VolumetricFog  )

◆ DoesPlatformSupportVolumetricFogVoxelization()

bool DoesPlatformSupportVolumetricFogVoxelization ( const FStaticShaderPlatform  Platform)

◆ GetShadowForInjectionIntoVolumetricFog()

const FProjectedShadowInfo * GetShadowForInjectionIntoVolumetricFog ( const FVisibleLightInfo VisibleLightInfo)

◆ GetVolumetricFogFroxelToScreenSVPosRatio()

FVector2f GetVolumetricFogFroxelToScreenSVPosRatio ( const FViewInfo View)

◆ GetVolumetricFogGridPixelSize()

int32 GetVolumetricFogGridPixelSize ( )

◆ GetVolumetricFogGridZParams()

FVector GetVolumetricFogGridZParams ( float  VolumetricFogStartDistance,
float  NearPlane,
float  FarPlane,
int32  GridSizeZ 
)

◆ GetVolumetricFogLightSoftFading()

float GetVolumetricFogLightSoftFading ( )

◆ GetVolumetricFogPrevUVMaxForTemporalBlend()

FVector2f GetVolumetricFogPrevUVMaxForTemporalBlend ( const FVector2f ViewRectSize,
FIntVector  VolumetricFogResourceGridSize,
int32  VolumetricFogResourceGridPixelSize 
)

◆ GetVolumetricFogRDGTextureDesc()

FRDGTextureDesc GetVolumetricFogRDGTextureDesc ( const FIntVector VolumetricFogResourceGridSize)

◆ GetVolumetricFogResourceGridSize()

FIntVector GetVolumetricFogResourceGridSize ( const FViewInfo View,
int32 OutVolumetricFogGridPixelSize 
)

◆ GetVolumetricFogUVMaxForSampling()

FVector2f GetVolumetricFogUVMaxForSampling ( const FVector2f ViewRectSize,
FIntVector  VolumetricFogResourceGridSize,
int32  VolumetricFogResourceGridPixelSize 
)

◆ GetVolumetricFogViewGridSize()

FIntVector GetVolumetricFogViewGridSize ( const FViewInfo View,
int32 OutVolumetricFogGridPixelSize 
)

◆ IMPLEMENT_GLOBAL_SHADER() [1/5]

IMPLEMENT_GLOBAL_SHADER ( FInjectShadowedLocalLightPS  ,
"/Engine/Private/VolumetricFog.usf"  ,
"InjectShadowedLocalLightPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/5]

IMPLEMENT_GLOBAL_SHADER ( FVolumetricFogFinalIntegrationCS  ,
"/Engine/Private/VolumetricFog.usf"  ,
"FinalIntegrationCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [3/5]

IMPLEMENT_GLOBAL_SHADER ( FVolumetricFogLightScatteringCS  ,
"/Engine/Private/VolumetricFog.usf"  ,
"LightScatteringCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [4/5]

IMPLEMENT_GLOBAL_SHADER ( FVolumetricFogMaterialSetupCS  ,
"/Engine/Private/VolumetricFog.usf"  ,
"MaterialSetupCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [5/5]

IMPLEMENT_GLOBAL_SHADER ( FWriteToBoundingSphereVS  ,
"/Engine/Private/VolumetricFog.usf"  ,
"WriteToBoundingSphereVS"  ,
SF_Vertex   
)

◆ IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT() [1/2]

IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT ( FLumenTranslucencyLightingUniforms  ,
"LumenGIVolumeStruct"   
)

◆ IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT() [2/2]

IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT ( FVolumetricFogGlobalData  ,
"VolumetricFog"   
)

◆ LightHasRayTracedShadows()

bool LightHasRayTracedShadows ( const FLightSceneInfo LightSceneInfo,
const FSceneViewFamily ViewFamily 
)

◆ LightNeedsSeparateInjectionIntoVolumetricFogForOpaqueShadow()

bool LightNeedsSeparateInjectionIntoVolumetricFogForOpaqueShadow ( const FViewInfo View,
const FLightSceneInfo LightSceneInfo,
const FVisibleLightInfo VisibleLightInfo,
const FScene InScene 
)

◆ SetupInjectShadowedLocalLightPSO()

void SetupInjectShadowedLocalLightPSO ( FRHIVertexShader VertexShader,
FRHIGeometryShader GeometryShader,
FRHIPixelShader PixelShader,
FGraphicsPipelineStateInitializer GraphicsPSOInit 
)

◆ SetupVolumetricFogGlobalData()

void SetupVolumetricFogGlobalData ( const FViewInfo View,
FVolumetricFogGlobalData Parameters 
)

◆ SetupVolumetricFogIntegrationParameters()

void SetupVolumetricFogIntegrationParameters ( FVolumetricFogIntegrationParameters Out,
FViewInfo View,
const FVolumetricFogIntegrationParameterData IntegrationData 
)

◆ ShouldRenderVolumetricFog()

bool ShouldRenderVolumetricFog ( const FScene Scene,
const FSceneViewFamily ViewFamily 
)

◆ VolumetricFogGlobalPSOCollector()

void VolumetricFogGlobalPSOCollector ( const FSceneTexturesConfig SceneTexturesConfig,
int32  GlobalPSOCollectorIndex,
TArray< FPSOPrecacheData > &  PSOInitializers 
)

◆ VolumetricFogTemporalRandom()

FVector3f VolumetricFogTemporalRandom ( uint32  FrameNumber)

Variable Documentation

◆ CVarVolumetricRectLightTexture

FAutoConsoleVariableRef CVarVolumetricRectLightTexture(TEXT("r.VolumetricFog.RectLightTexture"), GVolumetricFogRectLightTexture, TEXT("Whether to allow the volumetric fog to use rect light source texture."), ECVF_RenderThreadSafe) ( TEXT("r.VolumetricFog.RectLightTexture")  ,
GVolumetricFogRectLightTexture  ,
TEXT("Whether to allow the volumetric fog to use rect light source texture." ,
ECVF_RenderThreadSafe   
)

◆ GCircleRasterizeIndexBuffer

TGlobalResource<FCircleRasterizeIndexBuffer> GCircleRasterizeIndexBuffer

◆ GCircleRasterizeVertexBuffer

TGlobalResource<FCircleRasterizeVertexBuffer> GCircleRasterizeVertexBuffer

◆ GInverseSquaredLightDistanceBiasScale

float GInverseSquaredLightDistanceBiasScale = 1.0f

◆ GLightScatteringSampleJitterMultiplier

float GLightScatteringSampleJitterMultiplier = 0

◆ GVolumetricFog

int32 GVolumetricFog = 1

◆ GVolumetricFogConservativeDepth

int32 GVolumetricFogConservativeDepth = 1

◆ GVolumetricFogDepthDistributionScale

float GVolumetricFogDepthDistributionScale = 32.0f

◆ GVolumetricFogEmissive

int32 GVolumetricFogEmissive = 1

◆ GVolumetricFogGridPixelSize

int32 GVolumetricFogGridPixelSize = 16

◆ GVolumetricFogGridSizeZ

int32 GVolumetricFogGridSizeZ = 64

◆ GVolumetricFogHistoryMissSupersampleCount

int32 GVolumetricFogHistoryMissSupersampleCount = 4

◆ GVolumetricFogHistoryWeight

float GVolumetricFogHistoryWeight = .9f

◆ GVolumetricFogInjectRaytracedLights

int GVolumetricFogInjectRaytracedLights = 0

◆ GVolumetricFogInjectShadowedLightsSeparately

int32 GVolumetricFogInjectShadowedLightsSeparately = 1

◆ GVolumetricFogJitter

int32 GVolumetricFogJitter = 1

◆ GVolumetricFogRectLightTexture

int32 GVolumetricFogRectLightTexture = 0

◆ GVolumetricFogTemporalReprojection

int32 GVolumetricFogTemporalReprojection = 1

◆ VolumetricFogGlobalPSOCollector

◆ VolumetricFogIntegrationGroupSize

uint32 VolumetricFogIntegrationGroupSize = 8