UnityGame/Library/PackageCache/com.unity.rendering.light-transport/Tests/Editor/UnifiedRayTracing/TraceRays.urtshader
2024-10-27 10:53:47 +03:00

37 lines
1.0 KiB
Plaintext

#define UNIFIED_RT_GROUP_SIZE_X 16
#define UNIFIED_RT_GROUP_SIZE_Y 8
#include "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/TraceRay.hlsl"
UNIFIED_RT_DECLARE_ACCEL_STRUCT(_AccelStruct);
struct RayWithFlags
{
float3 origin;
float tMin;
float3 direction;
float tMax;
uint culling;
uint instanceMask;
uint padding;
uint padding2;
};
StructuredBuffer<RayWithFlags> _Rays;
RWStructuredBuffer<UnifiedRT::Hit> _Hits;
void RayGenExecute(UnifiedRT::DispatchInfo dispatchInfo)
{
RayWithFlags rayWithFlags = _Rays[dispatchInfo.globalThreadIndex];
UnifiedRT::Ray ray;
ray.origin = rayWithFlags.origin;
ray.direction = rayWithFlags.direction;
ray.tMin = rayWithFlags.tMin;
ray.tMax = rayWithFlags.tMax;
UnifiedRT::RayTracingAccelStruct accelStruct = UNIFIED_RT_GET_ACCEL_STRUCT(_AccelStruct);
UnifiedRT::Hit hitResult = UnifiedRT::TraceRayClosestHit(dispatchInfo, accelStruct, rayWithFlags.instanceMask, ray, rayWithFlags.culling);
_Hits[dispatchInfo.globalThreadIndex] = hitResult;
}