Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/BuiltInRayTracingShaders.cpp
Marc Audy 4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00

16 lines
1.2 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(, FDefaultPayloadMS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("DefaultPayloadMS"), SF_RayMiss);
IMPLEMENT_SHADER_TYPE(, FPackedMaterialClosestHitPayloadMS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("PackedMaterialClosestHitPayloadMS"), SF_RayMiss);
#endif // RHI_RAYTRACING