forked from BilalY/Rasagar
35 lines
1004 B
HLSL
35 lines
1004 B
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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struct RayWithFlags
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{
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float3 origin;
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float tMin;
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float3 direction;
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float tMax;
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uint culling;
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uint instanceMask;
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uint padding;
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uint padding2;
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};
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StructuredBuffer<RayWithFlags> _Rays;
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RWStructuredBuffer<UnifiedRT::Hit> _Hits;
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void RayGenExecute(UnifiedRT::DispatchInfo dispatchInfo)
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{
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RayWithFlags rayWithFlags = _Rays[dispatchInfo.globalThreadIndex];
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UnifiedRT::Ray ray;
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ray.origin = rayWithFlags.origin;
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ray.direction = rayWithFlags.direction;
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ray.tMin = rayWithFlags.tMin;
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ray.tMax = rayWithFlags.tMax;
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UnifiedRT::RayTracingAccelStruct accelStruct = UNIFIED_RT_GET_ACCEL_STRUCT(_AccelStruct);
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UnifiedRT::Hit hitResult = UnifiedRT::TraceRayClosestHit(dispatchInfo, accelStruct, rayWithFlags.instanceMask, ray, rayWithFlags.culling);
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_Hits[dispatchInfo.globalThreadIndex] = hitResult;
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}
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