UnityGame/Library/PackageCache/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Hardware/HardwareRaygenShader.hlsl
2024-10-27 10:53:47 +03:00

24 lines
746 B
HLSL

#pragma max_recursion_depth 1
#ifndef UNIFIED_RT_RAYGEN_FUNC_NAME
#define UNIFIED_RT_RAYGEN_FUNC_NAME RayGenExecute
#endif
[shader("raygeneration")]
void MainRayGenShader()
{
UnifiedRT::DispatchInfo dispatchInfo;
dispatchInfo.dispatchThreadID = DispatchRaysIndex();
dispatchInfo.dispatchDimensionsInThreads = DispatchRaysDimensions();
dispatchInfo.localThreadIndex = 0;
dispatchInfo.globalThreadIndex = DispatchRaysIndex().x + DispatchRaysIndex().y * DispatchRaysDimensions().x + DispatchRaysIndex().z * (DispatchRaysDimensions().x * DispatchRaysDimensions().y);
UNIFIED_RT_RAYGEN_FUNC_NAME(dispatchInfo);
}
[shader("miss")]
void MainMissShader0(inout UnifiedRT::Hit hit : SV_RayPayload)
{
hit.instanceID = -1;
}