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- makes it possible for shaders skip unecessary AHS evaluations when translucent shadows are not used. - refactored logic that sets shadow flag so that the appropriate flag is set inside BlendModeToRayTracingInstanceMask(...) #rb Krzysztof.Narkowicz [CL 31576427 by tiago costa in ue5-main branch]
40 lines
2.4 KiB
C
40 lines
2.4 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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/*================================================================================================
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RayTracingDefinitions.h: used in ray tracing shaders and C++ code to define common constants
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!!! Changing this file requires recompilation of the engine !!!
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=================================================================================================*/
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#pragma once
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#include "HLSLReservedSpaces.h"
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// Change this to force recompilation of all ray tracing shaders (use https://www.random.org/cgi-bin/randbyte?nbytes=4&format=h)
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// This avoids changing the global ShaderVersion.ush and forcing recompilation of all shaders in the engine (only RT shaders will be affected)
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#define RAY_TRACING_SHADER_VERSION 0x4502E713
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#define RAY_TRACING_MASK_OPAQUE 0x01 // Opaque and alpha tested meshes and particles (e.g. used by reflection, shadow, AO and GI tracing passes)
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#define RAY_TRACING_MASK_TRANSLUCENT 0x02 // Opaque and alpha tested meshes and particles (e.g. used by translucency tracing pass)
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#define RAY_TRACING_MASK_OPAQUE_SHADOW 0x04 // Opaque and alpha tested geometry visible for shadow rays
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#define RAY_TRACING_MASK_TRANSLUCENT_SHADOW 0x08 // Translucent geometry visible for shadow rays
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#define RAY_TRACING_MASK_THIN_SHADOW 0x10 // Whether the thin geometry (e.g. hair) is visible for shadow rays
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#define RAY_TRACING_MASK_FAR_FIELD 0x20
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#define RAY_TRACING_MASK_HAIR_STRANDS 0x40 // For primary ray tracing against hair
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#define RAY_TRACING_MASK_ALL 0xFF
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#define RAY_TRACING_MASK_SHADOW (RAY_TRACING_MASK_OPAQUE_SHADOW | RAY_TRACING_MASK_TRANSLUCENT_SHADOW)
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#define RAY_TRACING_SHADER_SLOT_MATERIAL 0
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#define RAY_TRACING_SHADER_SLOT_SHADOW 1
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#define RAY_TRACING_NUM_SHADER_SLOTS 2
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#define RAY_TRACING_MISS_SHADER_SLOT_DEFAULT 0 // Main miss shader that simply sets HitT to a "miss" value (see FMinimalPayload::SetMiss())
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#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
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#define RAY_TRACING_NUM_MISS_SHADER_SLOTS 2
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#define RAY_TRACING_LIGHT_COUNT_MAXIMUM 256
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#define RAY_TRACING_DECAL_COUNT_MAXIMUM 256
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#define RAY_TRACING_MAX_ALLOWED_RECURSION_DEPTH 1 // Only allow ray tracing from RayGen shader
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#define RAY_TRACING_MAX_ALLOWED_ATTRIBUTE_SIZE 8 // Sizeof 2 floats (barycentrics)
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