forked from BilalY/Rasagar
33 lines
1.1 KiB
HLSL
33 lines
1.1 KiB
HLSL
#ifndef _UNIFIEDRAYTRACING_COMMON_HLSL_
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#define _UNIFIEDRAYTRACING_COMMON_HLSL_
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#include "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Bindings.hlsl"
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#include "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/FetchGeometry.hlsl"
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#define K_T_MAX 400000
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#ifndef FLT_EPSILON
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#define FLT_EPSILON 1.192092896e-07F
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#endif
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#ifndef FLT_MAX
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#define FLT_MAX 3.402823e+38
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#endif
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float Max3(float3 val)
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{
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return max(max(val.x, val.y), val.z);
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}
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// Adapted from RayTracing Gems, A Fast and Robust Method for Avoiding Self-Intersection
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// - Dropped the exact +N ulp computation, instead use, N * epsilon
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// - Use max of distance components instead of per component offset
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// - Use less conservative factors for error estimation
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float3 OffsetRayOrigin(float3 p, float3 n, float customOffset = 0.0f)
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{
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float distanceToOrigin = Max3(abs(p));
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float offset = (distanceToOrigin < 1 / 32.0f) ? FLT_EPSILON * 64.0f : FLT_EPSILON * 64.0f * distanceToOrigin;
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return p + (offset + customOffset) * n;
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}
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#endif
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