#ifndef UNITY_PATH_TRACING_INTERSECTION_INCLUDED #define UNITY_PATH_TRACING_INTERSECTION_INCLUDED #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" // Structure that defines the current state of the intersection, for path tracing struct PathIntersection { // t as in: O + t*D = H (i.e. distance between O and H, if D is normalized) float t; // Resulting value (often color) of the ray float3 value; // Resulting alpha (camera rays only) float alpha; // Cone representation of the ray RayCone cone; // The remaining available depth for the current ray uint remainingDepth; // Pixel coordinate from which the initial ray was launched uint2 pixelCoord; // Max roughness encountered along the path float maxRoughness; }; #endif // UNITY_PATH_TRACING_INTERSECTION_INCLUDED