#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs.hlsl" // The target acceleration acceleration structure should only be defined for non compute shaders #ifndef SHADER_STAGE_COMPUTE GLOBAL_RESOURCE(RaytracingAccelerationStructure, _RaytracingAccelerationStructure, RAY_TRACING_ACCELERATION_STRUCTURE_REGISTER); #endif RW_TEXTURE2D_ARRAY(uint, _RayCountTexture);