CustomRayGen.hlsl 2.7 KB

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  1. #include "Common.hlsl"
  2. [shader("raygeneration")]
  3. void RayGen()
  4. {
  5. // Initialize the ray payload
  6. HitInfo rayPayload;
  7. rayPayload.hitCount = 0;
  8. for (int i = 0; i < MAX_TRANSPACENT_HITS; i++)
  9. {
  10. rayPayload.color[i] = float4(0, 0, 0, 0.f);
  11. rayPayload.dayLight[i] = 0;
  12. rayPayload.dynamicLight[i] = 0;
  13. rayPayload.distance[i] = 0;
  14. }
  15. float3 color = float3(0, 0, 0);
  16. // Get the location within the dispatched 2D grid of work items
  17. // (often maps to pixels, so this could represent a pixel coordinate).
  18. float2 dispatchDimensions = float2(DispatchRaysDimensions().xy);
  19. uint2 dispatchIndex = DispatchRaysIndex().xy;
  20. float2 dispatchPercentage = (dispatchIndex + 0.5) / dispatchDimensions;
  21. if (useRays)
  22. {
  23. float2 d = (dispatchPercentage * 2.f - 1.f);
  24. RayDesc ray;
  25. ray.Origin = mul(inverseView, float4(0, 0, 0, 1)).xyz;
  26. float4 target = mul(inverseProjection, float4(d.x, -d.y, -1, 1));
  27. target.w = 1;
  28. ray.Direction = mul(inverseView, target).xyz - ray.Origin;
  29. ray.TMin = minDistance;
  30. ray.TMax = maxDistance;
  31. TraceRay(TLAS, /*RayFlags*/0, /*InstanceInclusionMask*/0xFF, /*RayContributionToHitGroupIndex*/0,
  32. /*MultiplierForGeometryContributionToHitGroupIndex*/0, /*MissShaderIndex*/0, ray, rayPayload);
  33. float dayLightFactor = 1.f; // TODO: set this based on time
  34. float3 minLight = float3(0.1f, 0.1f, 0.1f);
  35. float3 dayLight = unpackLight(rayPayload.dayLight[rayPayload.hitCount - 1]);
  36. float3 dynamicLight = unpackLight(rayPayload.dynamicLight[rayPayload.hitCount - 1]);
  37. float3 light = max(minLight, max(dynamicLight, dayLight * dayLightFactor));
  38. color = rayPayload.color[rayPayload.hitCount - 1].rgb * light;
  39. for (int i = rayPayload.hitCount - 2; i >= 0; i--)
  40. {
  41. dayLight = unpackLight(rayPayload.dayLight[i]);
  42. dynamicLight = unpackLight(rayPayload.dynamicLight[i]);
  43. light = max(minLight, max(dynamicLight, dayLight * dayLightFactor));
  44. color = rayPayload.color[i].rgb * light * rayPayload.color[i].a + color * (1 - rayPayload.color[i].a);
  45. }
  46. }
  47. uint outWidth, outHeight;
  48. gOutput.GetDimensions(outWidth, outHeight);
  49. uint2 outputIndex = uint2(dispatchPercentage * float2(outWidth, outHeight));
  50. if (renderGui)
  51. {
  52. uint guiWidth, guiHeight;
  53. guiTexture.GetDimensions(guiWidth, guiHeight);
  54. uint2 guiIndex = uint2(dispatchPercentage * float2(guiWidth, guiHeight));
  55. float4 guiColor = guiTexture[guiIndex];
  56. color = color * (1 - guiColor.a) + guiColor.rgb * guiColor.a;
  57. }
  58. gOutput[outputIndex] = float4(color, 1.f);
  59. }