RayGen.hlsl 2.1 KB

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  1. #include "Common.hlsl"
  2. // Raytracing output texture, accessed as a UAV
  3. RWTexture2D<float4> gOutput : register(u0);
  4. RWTexture2D<float4> guiTexture : register(u1);
  5. // Raytracing acceleration structure, accessed as a SRV
  6. RaytracingAccelerationStructure TLAS : register(t0);
  7. cbuffer RayGenerationSettings : register(b0)
  8. {
  9. int renderGui;
  10. int useRays;
  11. float minDistance;
  12. float maxDistance;
  13. float4x4 inverseView;
  14. float4x4 inverseProjection;
  15. }
  16. [shader("raygeneration")]
  17. void RayGen()
  18. {
  19. // Initialize the ray payload
  20. HitInfo rayPayload;
  21. rayPayload.colorAndDistance = float4(0, 0, !useRays ? 1 : 0, 1.0);
  22. // Get the location within the dispatched 2D grid of work items
  23. // (often maps to pixels, so this could represent a pixel coordinate).
  24. float2 dispatchDimensions = float2(DispatchRaysDimensions().xy);
  25. uint2 dispatchIndex = DispatchRaysIndex().xy;
  26. float2 dispatchPercentage = (dispatchIndex + 0.5f) / dispatchDimensions;
  27. if (useRays)
  28. {
  29. float2 d = (dispatchPercentage * 2.f - 1.f);
  30. RayDesc ray;
  31. ray.Origin = mul(inverseView, float4(0, 0, 0, 1)).xyz;
  32. float4 target = mul(inverseProjection, float4(d.x, d.y, -1, 1));
  33. target.w = 1;
  34. ray.Direction = mul(inverseView, target).xyz - ray.Origin;
  35. ray.TMin = minDistance;
  36. ray.TMax = maxDistance;
  37. TraceRay(TLAS, /*RayFlags*/0, /*InstanceInclusionMask*/0xFF, /*RayContributionToHitGroupIndex*/0,
  38. /*MultiplierForGeometryContributionToHitGroupIndex*/0, /*MissShaderIndex*/0, ray, rayPayload);
  39. }
  40. uint outWidth, outHeight;
  41. gOutput.GetDimensions(outWidth, outHeight);
  42. uint2 outputIndex = uint2(dispatchPercentage * float2(outWidth, outHeight));
  43. if (renderGui)
  44. {
  45. uint guiWidth, guiHeight;
  46. guiTexture.GetDimensions(guiWidth, guiHeight);
  47. uint2 guiIndex = uint2(dispatchPercentage * float2(guiWidth, guiHeight));
  48. float4 guiColor = guiTexture[guiIndex];
  49. rayPayload.colorAndDistance.rgb = rayPayload.colorAndDistance.rgb * (1 - guiColor.a) + guiColor.rgb * guiColor.a;
  50. }
  51. gOutput[outputIndex] = float4(rayPayload.colorAndDistance.rgb, 1.f);
  52. }