r.LightShaftRenderToSeparateTranslucency
r.LightShaftRenderToSeparateTranslucency is a console variable in Unreal Engine 5 (UE5). See what r.LightShaftRenderToSeparateTranslucency does, its values, and how to use this cvar in the Unreal console below.
Category: Renderer · Namespace:
rHelp
If enabled, light shafts will be rendered to the separate translucency buffer. This ensures postprocess materials with BL_BeforeTranslucnecy are applied before light shafts
Usage
Unreal console (open with ~)
> r.LightShaftRenderToSeparateTranslucency 1Console variables take a value. Replace 1 with the setting you need. Run it with no value to print the current one.
Related in r
r.LightShaftAllowTAAVarr.LightShaftBlurPassesVarr.LightShaftDownSampleFactorVarr.LightShaftFirstPassDistanceVarr.LightShaftNumSamplesVarr.LightShaftQualityVarr.LimitRenderingFeaturesVarr.ListSceneColorMaterialsCmdr.LocalExposureVarr.LocalExposure.VisualizeDebugModeVarr.LODFadeTimeVarr.LogShaderCompilerStatsVar