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#if (SHADERPASS == SHADERPASS_PATH_TRACING)
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#define PATH_TRACING_CLUSTERED_DECALS
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#if defined(PATH_TRACING_CLUSTERED_DECALS) || (SHADERPASS == SHADERPASS_RAYTRACING_FORWARD)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#endif
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#if SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingIntersectonGBuffer.hlsl"
#else
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#endif
#if defined(PATH_TRACING_CLUSTERED_DECALS) || (SHADERPASS == SHADERPASS_RAYTRACING_FORWARD)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#define HAS_LIGHTLOOP
#endif
#if defined(PATH_TRACING_CLUSTERED_DECALS)
// Force include ray tracing light cluster for decals in path tracing
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingLightCluster.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#if (SHADERPASS != SHADERPASS_PATH_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRayTracing.hlsl"
#else
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl"
#endif
#if (SHADERPASS == SHADERPASS_RAYTRACING_INDIRECT) || (SHADERPASS == SHADERPASS_RAYTRACING_FORWARD)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl"