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This represents UE4/Main @ 14525125 + cherrypicked fixes #skipundocheck [CL 14551026 by Marc Audy in ue5-main branch]
16 lines
1.2 KiB
C++
16 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BuiltInRayTracingShaders.h"
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#if RHI_RAYTRACING
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IMPLEMENT_GLOBAL_SHADER( FOcclusionMainRG, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "OcclusionMainRG", SF_RayGen);
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IMPLEMENT_GLOBAL_SHADER( FIntersectionMainRG, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "IntersectionMainRG", SF_RayGen);
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IMPLEMENT_SHADER_TYPE(, FIntersectionMainCHS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("IntersectionMainCHS"), SF_RayHitGroup);
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IMPLEMENT_SHADER_TYPE(, FDefaultMainCHS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("DefaultMainCHS"), SF_RayHitGroup);
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IMPLEMENT_SHADER_TYPE(, FDefaultMainCHSOpaqueAHS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("closesthit=DefaultMainCHS anyhit=DefaultOpaqueAHS"), SF_RayHitGroup);
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IMPLEMENT_SHADER_TYPE(, FDefaultPayloadMS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("DefaultPayloadMS"), SF_RayMiss);
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IMPLEMENT_SHADER_TYPE(, FPackedMaterialClosestHitPayloadMS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("PackedMaterialClosestHitPayloadMS"), SF_RayMiss);
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#endif // RHI_RAYTRACING
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