Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/BuiltInRayTracingShaders.cpp
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

15 lines
1.0 KiB
C++

// Copyright 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(, FDefaultMainCHSOpaqueAHS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("closesthit=DefaultMainCHS anyhit=DefaultOpaqueAHS"), SF_RayHitGroup);
IMPLEMENT_SHADER_TYPE(, FDefaultMainMS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("DefaultMainMS"), SF_RayMiss);
#endif // RHI_RAYTRACING