Files
UnrealEngineUWP/Engine/Source/Runtime/UtilityShaders/Private/BuiltInRayTracingShaders.cpp
Max Chen 4561801a81 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) @7119039
#rb none

[CL 7120528 by Max Chen in Dev-Editor branch]
2019-06-21 01:21:43 -04:00

14 lines
878 B
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "BuiltInRayTracingShaders.h"
#if RHI_RAYTRACING
IMPLEMENT_GLOBAL_SHADER( FOcclusionMainRG, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "OcclusionMainRG", SF_RayGen);
IMPLEMENT_GLOBAL_SHADER( FIntersectionMainRG, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "IntersectionMainRG", SF_RayGen);
IMPLEMENT_SHADER_TYPE(, FIntersectionMainCHS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("IntersectionMainCHS"), SF_RayHitGroup);
IMPLEMENT_SHADER_TYPE(, FDefaultMainCHS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("DefaultMainCHS"), SF_RayHitGroup);
IMPLEMENT_SHADER_TYPE(, FDefaultMainMS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("DefaultMainMS"), SF_RayMiss);
#endif // RHI_RAYTRACING