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Unreal Engine C++ API Reference > Runtime > Engine > Engine > URendererSettings
Deprecated * Extend Default Luminance Range is deprecated, and is forced to ON at all times in new projects.
Syntax
ConsoleVariable
Remarks
Virtual Texture
"Ray Tracing settings."
"Stationary skylight requires permutations of the basepass shaders. Disabling will reduce the number of shader permutations required per material. Changing this setting requires restarting the editor."
"Low quality lightmap requires permutations of the lightmap rendering shaders. Disabling will reduce the number of shader permutations required per material. Note that the mobile renderer requires low quality lightmaps, so disabling this setting is not recommended for mobile titles using static lighting. Changing this setting requires restarting the editor."
PointLight WholeSceneShadows requires many vertex and geometry shader permutations for cubemap rendering. Disabling will reduce the number of shader permutations required per material. Changing this setting requires restarting the editor."
"The sky atmosphere component requires extra samplers/textures to be bound to apply aerial perspective on transparent surfaces (and all surfaces on mobile via per vertex evaluation)."
"The sky atmosphere component can light up the height fog but it requires extra samplers/textures to be bound to apply aerial perspective on transparent surfaces (and all surfaces on mobile via per vertex evaluation)." "It requires r.SupportSkyAtmosphere to be true."
"Enable cloud shadow on translucent surface. This is evaluated per vertex to reduce GPU cost. The cloud system requires extra samplers/textures to be bound to vertex shaders."
""Enable translucent volumetric self-shadow, requires vertex and pixel shader permutations for all tranlucent materials even if not used by any light."
"Enable cloud shadow on SingleLayerWater surface. This is evaluated per vertex to reduce GPU cost. The cloud system requires extra samplers/textures to be bound to vertex shaders."
"Enable Substrate materials (Beta)."
"Enable Substrate opaque material rough refractions effect from top layers over layers below."
"Enable advanced Substrate material debug visualization shaders. Base pas shaders can output such advanced data."
"Enable rough diffuse material."
"Enable Order Independent Transparency (Experimental)."
"Skin cache allows a compute shader to skin once each vertex, save those results into a new buffer and reuse those calculations when later running the depth, base and velocity passes. This also allows opting into the 'recompute tangents' for skinned mesh instance feature. Disabling will reduce the number of shader permutations required per material. Changing this setting requires restarting the editor."
"When enabled this will skip compiling GPU skin vertex factory shader variants with the assumption that all skinning work will be done via the skin cache."