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using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
namespace UnityEditor.Rendering.UnifiedRayTracing
{
internal class ShaderTemplates
{
[MenuItem("Assets/Create/Shader/Unified Ray Tracing Shader", false, 1)]
internal static void CreateNewUnifiedRayTracingShader()
{
var action = ScriptableObject.CreateInstance<DoCreateUnifiedRayTracingShader>();
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, action, "NewUnifiedRayTracingShader.urtshader", null, null);
}
internal class DoCreateUnifiedRayTracingShader : EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
string fullPath = Path.GetFullPath(pathName);
File.WriteAllText(fullPath, shaderContent);
AssetDatabase.ImportAsset(pathName);
var shader = AssetDatabase.LoadAssetAtPath(pathName, typeof(Object));
ProjectWindowUtil.ShowCreatedAsset(shader);
}
}
const string shaderContent =
@"#include ""Packages/com.unity.render-pipelines.core/Runtime/UnifiedRayTracing/TraceRayAndQueryHit.hlsl""
UNIFIED_RT_DECLARE_ACCEL_STRUCT(_AccelStruct);
void RayGenExecute(UnifiedRT::DispatchInfo dispatchInfo)
{
// Example code:
UnifiedRT::Ray ray;
ray.origin = 0;
ray.direction = float3(0, 0, 1);
ray.tMin = 0;
ray.tMax = 1000.0f;
UnifiedRT::RayTracingAccelStruct accelStruct = UNIFIED_RT_GET_ACCEL_STRUCT(_AccelStruct);
UnifiedRT::Hit hitResult = UnifiedRT::TraceRayClosestHit(dispatchInfo, accelStruct, 0xFFFFFFFF, ray, 0);
if (hitResult.IsValid())
{
// Handle found intersection
}
}
";
}
}