ConsoleVariable
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."
"Atmospheric fog requires permutations of the basepass shaders. 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."
"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."