Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/BuiltInRayTracingShaders.cpp
Rolando Caloca 1a30325d6f Copying //UE4/Dev-RenderPlat-Staging@9551419 to //UE4/Main
#rb none
#rnx

[CL 9551447 by Rolando Caloca in Main branch]
2019-10-11 15:33:31 -04:00

15 lines
1.0 KiB
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(, 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