Files
UnrealEngineUWP/Engine/Shaders/Shared/RayTracingDefinitions.h
Rolando Caloca bbb9564388 Copying //UE4/Dev-RenderPlat-Staging@11110326 to //UE4/Main
#rb none
#rnx

[CL 11110369 by Rolando Caloca in Main branch]
2020-01-24 18:07:01 -05:00

33 lines
2.1 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
/*================================================================================================
RayTracingDefinitions.ush: 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 0xaa8a1c7d
#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_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