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HWRayTracingMaterial.shader 972B

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  1. Shader "RayTracing/StandardMaterial"
  2. {
  3. SubShader
  4. {
  5. Pass
  6. {
  7. Name "RayTracing"
  8. HLSLPROGRAM
  9. #define UNIFIED_RT_BACKEND_HARDWARE
  10. #include "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Bindings.hlsl"
  11. #pragma raytracing test
  12. struct AttributeData
  13. {
  14. float2 barycentrics;
  15. };
  16. [shader("closesthit")]
  17. void ClosestHitMain(inout UnifiedRT::Hit payload : SV_RayPayload, AttributeData attribs : SV_IntersectionAttributes)
  18. {
  19. payload.instanceID = InstanceID();
  20. payload.primitiveIndex = PrimitiveIndex();
  21. payload.uvBarycentrics = attribs.barycentrics;
  22. payload.hitDistance = RayTCurrent();
  23. payload.isFrontFace = (HitKind() == HIT_KIND_TRIANGLE_FRONT_FACE);
  24. }
  25. ENDHLSL
  26. }
  27. }
  28. }