r.Mobile.Shadow.CSMShaderCullingMethod
r.Mobile.Shadow.CSMShaderCullingMethod is a console variable in Unreal Engine 5 (UE5). See what r.Mobile.Shadow.CSMShaderCullingMethod does, its values, and how to use this cvar in the Unreal console below.
rHelp
Method to determine which primitives will receive CSM shaders: 0 - disabled (all primitives will receive CSM) 1 - Light frustum, all primitives whose bounding box is within CSM receiving distance. (default) 2 - Combined caster bounds, all primitives whose bounds are within CSM receiving distance and the capsule of the combined bounds of all casters. 3 - Light frustum + caster bounds, all primitives whose bounds are within CSM receiving distance and capsule of at least one caster. (slowest) 4 - Cull all. Prevent primitives from receiving CSM shadows. 5 - Disable culling if mobile distance field shadowing is used for all views. Combine with 16 to change primitive bounding test to spheres instead of box. (i.e. 18 == combined casters + sphere test)
Usage
> r.Mobile.Shadow.CSMShaderCullingMethod 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.Mobile.ReflectionCaptureCompressionVarr.Mobile.SceneColorFormatVarr.Mobile.SceneDepthAuxVarr.Mobile.ShadingPathVarr.Mobile.Shadow.CSMDebugHintVarr.Mobile.Shadow.CSMShaderCullingDebugGfxVarr.Mobile.ShadowmapRoundUpToPowerOfTwoVarr.Mobile.SkyLightPermutationVarr.Mobile.SupportGPUSceneVarr.Mobile.SupportsGen4TAAVarr.Mobile.UseClusteredDeferredShadingVarr.Mobile.UseCSMShaderBranchVar