forked from BilalY/Rasagar
79 lines
3.0 KiB
C#
79 lines
3.0 KiB
C#
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using System.IO;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.ProjectWindowCallback;
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namespace UnityEditor.Rendering.UnifiedRayTracing
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{
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internal class ShaderTemplates
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{
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// TODO: Uncomment when API is made public
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//[MenuItem("Assets/Create/Shader/Unified RayTracing Shader", false, 1)]
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internal static void CreateNewUnifiedRayTracingShader()
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{
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var action = ScriptableObject.CreateInstance<DoCreateUnifiedRayTracingShaders>();
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, action, "NewRayTracingShader.hlsl", null, null);
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}
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internal static Object CreateScriptAssetWithContent(string pathName, string templateContent)
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{
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string fullPath = Path.GetFullPath(pathName);
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File.WriteAllText(fullPath, templateContent);
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AssetDatabase.ImportAsset(pathName);
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return AssetDatabase.LoadAssetAtPath(pathName, typeof(Object));
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}
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internal class DoCreateUnifiedRayTracingShaders : EndNameEditAction
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{
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public override void Action(int instanceId, string pathName, string resourceFile)
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{
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var includeName = Path.GetFileNameWithoutExtension(pathName);
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Object o = CreateScriptAssetWithContent(pathName, shaderContent);
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CreateScriptAssetWithContent(Path.ChangeExtension(pathName, ".compute"), computeShaderContent.Replace("SHADERNAME", includeName));
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CreateScriptAssetWithContent(Path.ChangeExtension(pathName, ".raytrace"), raytracingShaderContent.Replace("SHADERNAME", includeName));
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ProjectWindowUtil.ShowCreatedAsset(o);
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}
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}
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const string computeShaderContent =
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@"#define UNIFIED_RT_BACKEND_COMPUTE
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#define UNIFIED_RT_GROUP_SIZE_X 16
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#define UNIFIED_RT_GROUP_SIZE_Y 8
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#include ""SHADERNAME.hlsl""
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#include_with_pragmas ""Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Compute/ComputeRaygenShader.hlsl""
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";
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const string raytracingShaderContent =
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@"#define UNIFIED_RT_BACKEND_HARDWARE
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#include ""SHADERNAME.hlsl""
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#include_with_pragmas ""Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Hardware/HardwareRaygenShader.hlsl""
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";
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const string shaderContent =
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@"#include ""Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/FetchGeometry.hlsl""
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#include ""Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/TraceRay.hlsl""
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UNIFIED_RT_DECLARE_ACCEL_STRUCT(_AccelStruct);
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void RayGenExecute(UnifiedRT::DispatchInfo dispatchInfo)
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{
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// Example code:
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UnifiedRT::Ray ray;
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ray.origin = 0;
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ray.direction = float3(0, 0, 1);
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ray.tMin = 0;
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ray.tMax = 1000.0f;
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UnifiedRT::RayTracingAccelStruct accelStruct = UNIFIED_RT_GET_ACCEL_STRUCT(_AccelStruct);
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UnifiedRT::Hit hitResult = UnifiedRT::TraceRayClosestHit(dispatchInfo, accelStruct, 0xFFFFFFFF, ray, 0);
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if (hitResult.IsValid())
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{
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UnifiedRT::HitGeomAttributes attributes = UnifiedRT::FetchHitGeomAttributes(accelStruct, hitResult);
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}
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}
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";
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}
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}
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