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HardwareRaygenShader.hlsl 746B

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  1. #pragma max_recursion_depth 1
  2. #ifndef UNIFIED_RT_RAYGEN_FUNC_NAME
  3. #define UNIFIED_RT_RAYGEN_FUNC_NAME RayGenExecute
  4. #endif
  5. [shader("raygeneration")]
  6. void MainRayGenShader()
  7. {
  8. UnifiedRT::DispatchInfo dispatchInfo;
  9. dispatchInfo.dispatchThreadID = DispatchRaysIndex();
  10. dispatchInfo.dispatchDimensionsInThreads = DispatchRaysDimensions();
  11. dispatchInfo.localThreadIndex = 0;
  12. dispatchInfo.globalThreadIndex = DispatchRaysIndex().x + DispatchRaysIndex().y * DispatchRaysDimensions().x + DispatchRaysIndex().z * (DispatchRaysDimensions().x * DispatchRaysDimensions().y);
  13. UNIFIED_RT_RAYGEN_FUNC_NAME(dispatchInfo);
  14. }
  15. [shader("miss")]
  16. void MainMissShader0(inout UnifiedRT::Hit hit : SV_RayPayload)
  17. {
  18. hit.instanceID = -1;
  19. }