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Visibility for the primtives is respected for raster, but the primitive remains in the gpu scene regardless of visibility as the relevancy for raster and ray tracing are different. #rb Krzysztof.Narkowicz, Daniel.Wright #preflight 6109d1265738260001811cc6 #ROBOMERGE-SOURCE: CL 17058120 via CL 17058132 #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176) [CL 17058425 by ryan vance in ue5-release-engine-test branch]
39 lines
2.6 KiB
C
39 lines
2.6 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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// 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 0x41d29fc9
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#define RAY_TRACING_REGISTER_SPACE_LOCAL 0 // default register space for hit group (closest hit, any hit, intersection) shader resources
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#define RAY_TRACING_REGISTER_SPACE_GLOBAL 1 // register space for ray generation and miss shaders
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#define RAY_TRACING_REGISTER_SPACE_SYSTEM 2 // register space for "system" parameters (index buffer, vertex buffer, fetch parameters)
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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_THIN_SHADOW 0x04 // Whether the thin geometry (e.g. hair) is visible for shadow rays
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#define RAY_TRACING_MASK_SHADOW 0x08 // Whether the geometry is visible for shadow rays
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#define RAY_TRACING_MASK_SCENE_CAPTURE 0x10 // Whether the geometry is visible when rendering scene capture views
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#define RAY_TRACING_MASK_FAR_FIELD 0x20
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#define RAY_TRACING_MASK_ALL 0xFF
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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_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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#define RAY_TRACING_MAX_ALLOWED_PAYLOAD_SIZE 64 // Our maximum allowed payload size (sizeof FPackedMaterialClosestHitPayload)
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