// Copyright Epic Games, Inc. All Rights Reserved. /*================================================================================================ RayTracingDefinitions.h: used in ray tracing shaders and C++ code to define common constants !!! Changing this file requires recompilation of the engine !!! =================================================================================================*/ #pragma once // Change this to force recompilation of all ray tracing shaders (use https://www.random.org/cgi-bin/randbyte?nbytes=4&format=h) // This avoids changing the global ShaderVersion.ush and forcing recompilation of all shaders in the engine (only RT shaders will be affected) #define RAY_TRACING_SHADER_VERSION 0x41d29fc9 #define RAY_TRACING_REGISTER_SPACE_LOCAL 0 // default register space for hit group (closest hit, any hit, intersection) shader resources #define RAY_TRACING_REGISTER_SPACE_GLOBAL 1 // register space for ray generation and miss shaders #define RAY_TRACING_REGISTER_SPACE_SYSTEM 2 // register space for "system" parameters (index buffer, vertex buffer, fetch parameters) #define RAY_TRACING_MASK_OPAQUE 0x01 // Opaque and alpha tested meshes and particles (e.g. used by reflection, shadow, AO and GI tracing passes) #define RAY_TRACING_MASK_TRANSLUCENT 0x02 // Opaque and alpha tested meshes and particles (e.g. used by translucency tracing pass) #define RAY_TRACING_MASK_THIN_SHADOW 0x04 // Whether the thin geometry (e.g. hair) is visible for shadow rays #define RAY_TRACING_MASK_SHADOW 0x08 // Whether the geometry is visible for shadow rays #define RAY_TRACING_MASK_SCENE_CAPTURE 0x10 // Whether the geometry is visible when rendering scene capture views #define RAY_TRACING_MASK_FAR_FIELD 0x20 #define RAY_TRACING_MASK_ALL 0xFF #define RAY_TRACING_SHADER_SLOT_MATERIAL 0 #define RAY_TRACING_SHADER_SLOT_SHADOW 1 #define RAY_TRACING_NUM_SHADER_SLOTS 2 #define RAY_TRACING_MISS_SHADER_SLOT_DEFAULT 0 // Main miss shader that simply sets HitT to a "miss" value (see FMinimalPayload::SetMiss()) #define RAY_TRACING_MISS_SHADER_SLOT_LIGHTING 1 // Miss shader that may be used to evaluate light source radiance in ray traced reflections and translucency #define RAY_TRACING_NUM_MISS_SHADER_SLOTS 2 #define RAY_TRACING_LIGHT_COUNT_MAXIMUM 256 #define RAY_TRACING_DECAL_COUNT_MAXIMUM 256 #define RAY_TRACING_MAX_ALLOWED_RECURSION_DEPTH 1 // Only allow ray tracing from RayGen shader #define RAY_TRACING_MAX_ALLOWED_ATTRIBUTE_SIZE 8 // Sizeof 2 floats (barycentrics) #define RAY_TRACING_MAX_ALLOWED_PAYLOAD_SIZE 64 // Our maximum allowed payload size (sizeof FPackedMaterialClosestHitPayload)