#ifndef RAY_TRACING_HELPERS_H_ #define RAY_TRACING_HELPERS_H_ #if defined(SHADER_STAGE_RAY_TRACING) float EvaluateRayTracingBias(float3 positionRWS) { float distanceToCamera = length(positionRWS); float blend = saturate((distanceToCamera - _ProjectionParams.y) / (_ProjectionParams.z - _ProjectionParams.y)); return lerp(_RayTracingRayBias, _RayTracingDistantRayBias, blend); } #endif #endif // RAY_TRACING_HELPERS_H_