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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary\CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingFragInputs.hlsl"
// Generic function that handles the reflection code
[shader("closesthit")]
void ClosestHitDebug(inout RayIntersectionDebug rayIntersection : SV_RayPayload, AttributeData attributeData : SV_IntersectionAttributes)
{
UNITY_XR_ASSIGN_VIEW_INDEX(DispatchRaysIndex().z);
rayIntersection.t = RayTCurrent();
rayIntersection.barycentrics = attributeData.barycentrics;
rayIntersection.primitiveIndex = PrimitiveIndex();
rayIntersection.instanceIndex = InstanceIndex();
}
// Generic function that handles the reflection code
[shader("anyhit")]
void AnyHitDebug(inout RayIntersectionDebug rayIntersection : SV_RayPayload, AttributeData attributeData : SV_IntersectionAttributes)
{
UNITY_XR_ASSIGN_VIEW_INDEX(DispatchRaysIndex().z);
// Debug data
rayIntersection.t = RayTCurrent();
rayIntersection.barycentrics = attributeData.barycentrics;
rayIntersection.primitiveIndex = PrimitiveIndex();
rayIntersection.instanceIndex = InstanceIndex();
}