![]() ![]() If true, we allow simple (ie particle) lights If zero, precomputed visibility will not be used to cull primitives. When 0, will prevent point light cube map shadows from being used and the light will be unshadowed. If zero, occlusion queries will not be used to cull primitives. Use 2 to ignore those.Ġ: on and ignores any material using blend modulateĮnables mesh shaders to support a global clip plane, needed for planar reflections, which adds about 15% BasePass GPU cost on PS4.Ĭreates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default)ġ: Allow HDR, if supported by the platform and display ![]() This is incompatible with materials using blend modulate. If true, use enable depth bounds test when rendering defered lights.Īllow standard translucency to be rendered in smaller resolution as an optimization
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