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