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61 lines
2.9 KiB
61 lines
2.9 KiB
namespace UnityEngine.Rendering.HighDefinition
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{
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[GenerateHLSL(needAccessors = false, generateCBuffer = true, constantRegister = (int)ConstantRegister.RayTracing)]
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unsafe struct ShaderVariablesRaytracing
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{
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public float _RayTracingPadding0;
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// Maximal ray length for trace ray (in case an other one does not override it)
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public float _RaytracingRayMaxLength;
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// Number of samples that will be used to evaluate an effect
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public int _RaytracingNumSamples;
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// Index of the current sample
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public int _RaytracingSampleIndex;
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// Value used to clamp the intensity of the signal to reduce the signal/noise ratio
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public float _RaytracingIntensityClamp;
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// Flag that tracks if ray counting is enabled
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public int _RayCountEnabled;
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// Flag that tracks if a ray traced signal should be pre-exposed
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public int _RaytracingPreExposition;
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// Near plane distance of the camera used for ray tracing
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public float _RaytracingCameraNearPlane;
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// Angle of a pixel (used for texture filtering)
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public float _RaytracingPixelSpreadAngle;
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// Ray traced reflection Data
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public float _RaytracingReflectionMinSmoothness;
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public float _RaytracingReflectionSmoothnessFadeStart;
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// Path tracing parameters
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public int _RaytracingMinRecursion;
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public int _RaytracingMaxRecursion;
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// Ray traced indirect diffuse data
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public int _RayTracingDiffuseLightingOnly;
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// Shadow value to be used when the point to shade is not inside of the cascades
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public float _DirectionalShadowFallbackIntensity;
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// Global bias applied to texture reading for various reasons.
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public float _RayTracingLodBias;
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// Bit mask that defines which fall back to use when a ray misses.
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public int _RayTracingRayMissFallbackHierarchy;
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// Flag that defines if we should use the ambient probe instead of the sky. Used for RTGI - performance mode.
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public int _RayTracingRayMissUseAmbientProbeAsSky;
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// Flag that defines if the sky should be used as an environment light.
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public int _RayTracingLastBounceFallbackHierarchy;
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// Flag that defines if
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public int _RayTracingClampingFlag;
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// Dimmer that allows us to nuke the ambient probe (and legacy probe as a side effect) in ray tracing effects.
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public float _RayTracingAmbientProbeDimmer;
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// Flag that defines if the APV should be used in the case of a ray miss in performance mode
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public int _RayTracingAPVRayMiss;
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// Near plane ray Bias
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public float _RayTracingRayBias;
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// Far plane ray bias
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public float _RayTracingDistantRayBias;
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// Ray Frame Index for reflection signals
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public int _RayTracingReflectionFrameIndex;
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// Layer Mask to use when sampling APV
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public uint _RaytracingAPVLayerMask;
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}
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}
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