Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
Include |
#include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeVolumetricCloudConservativeDensitySF",
"Volumetric Cloud Conservative Density"
)
If single layer water should use a full precision depth buffer for SceneDepthWithoutSingleLayerWater. For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture