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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingFragInputs.hlsl"
// Generic function that handles the reflection code
[shader("closesthit")]
void ClosestSubSurface(inout RayIntersectionSubSurface rayIntersection : SV_RayPayload, AttributeData attributeData : SV_IntersectionAttributes)
{
UNITY_XR_ASSIGN_VIEW_INDEX(DispatchRaysIndex().z);
// Always set the new t value
rayIntersection.t = RayTCurrent();
IntersectionVertex currentVertex;
FragInputs fragInput;
GetCurrentVertexAndBuildFragInputs(attributeData, currentVertex, fragInput);
// Evaluate the incident direction
const float3 incidentDirection = WorldRayDirection();
PositionInputs posInput;
posInput.positionWS = fragInput.positionRWS;
posInput.positionSS = rayIntersection.pixelCoord;
// Build the surfacedata and builtindata
SurfaceData surfaceData;
BuiltinData builtinData;
bool isVisible;
GetSurfaceAndBuiltinData(fragInput, -incidentDirection, posInput, surfaceData, builtinData, currentVertex, rayIntersection.cone, isVisible);
// make sure we output the normal
rayIntersection.outNormal = fragInput.tangentToWorld[2];
// Make sure to output the indirect diffuse lighting value and the emissive value
rayIntersection.outIndirectDiffuse = builtinData.bakeDiffuseLighting + builtinData.emissiveColor;
}