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@@ -61,14 +61,14 @@ BoolCVar g_vrsLimitTo2x2CVar(CVarSubsystem::kRenderer, "VrsLimitTo2x2", false, "
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BoolCVar g_vrsCVar(CVarSubsystem::kRenderer, "Vrs", true, "Enable VRS in multiple passes");
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BoolCVar g_rayTracedShadowsCVar(CVarSubsystem::kRenderer, "RayTracedShadows", true,
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"Enable or not ray traced shadows. Ignored if RT is not supported");
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-NumericCVar<U8> g_shadowCascadeCountCVar(CVarSubsystem::kRenderer, "ShadowCascadeCount", (ANKI_PLATFORM_MOBILE) ? 2 : kMaxShadowCascades, 1,
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+NumericCVar<U8> g_shadowCascadeCountCVar(CVarSubsystem::kRenderer, "ShadowCascadeCount", (ANKI_PLATFORM_MOBILE) ? 3 : kMaxShadowCascades, 1,
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kMaxShadowCascades, "Max number of shadow cascades for directional lights");
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NumericCVar<F32> g_shadowCascade0DistanceCVar(CVarSubsystem::kRenderer, "ShadowCascade0Distance", 18.0, 1.0, kMaxF32,
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"The distance of the 1st cascade");
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-NumericCVar<F32> g_shadowCascade1DistanceCVar(CVarSubsystem::kRenderer, "ShadowCascade1Distance", (ANKI_PLATFORM_MOBILE) ? 100.0f : 40.0, 1.0,
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- kMaxF32, "The distance of the 2nd cascade");
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-NumericCVar<F32> g_shadowCascade2DistanceCVar(CVarSubsystem::kRenderer, "ShadowCascade2Distance", 80.0, 1.0, kMaxF32,
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- "The distance of the 3rd cascade");
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+NumericCVar<F32> g_shadowCascade1DistanceCVar(CVarSubsystem::kRenderer, "ShadowCascade1Distance", (ANKI_PLATFORM_MOBILE) ? 80.0f : 40.0, 1.0, kMaxF32,
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+ "The distance of the 2nd cascade");
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+NumericCVar<F32> g_shadowCascade2DistanceCVar(CVarSubsystem::kRenderer, "ShadowCascade2Distance", (ANKI_PLATFORM_MOBILE) ? 150.0f : 80.0, 1.0,
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+ kMaxF32, "The distance of the 3rd cascade");
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NumericCVar<F32> g_shadowCascade3DistanceCVar(CVarSubsystem::kRenderer, "ShadowCascade3Distance", 200.0, 1.0, kMaxF32,
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"The distance of the 4th cascade");
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NumericCVar<F32> g_lod0MaxDistanceCVar(CVarSubsystem::kRenderer, "Lod0MaxDistance", 20.0f, 1.0f, kMaxF32,
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