2021-09-09 20:42:29 -04:00

37 lines
1.7 KiB
C#

namespace UnityEngine.Rendering.HighDefinition
{
[GenerateHLSL(needAccessors = false, generateCBuffer = true, constantRegister = (int)ConstantRegister.RayTracing)]
unsafe struct ShaderVariablesRaytracing
{
// Global ray bias used for all trace rays
public float _RaytracingRayBias;
// Maximal ray length for trace ray (in case an other one does not override it)
public float _RaytracingRayMaxLength;
// Number of samples that will be used to evaluate an effect
public int _RaytracingNumSamples;
// Index of the current sample
public int _RaytracingSampleIndex;
// Value used to clamp the intensity of the signal to reduce the signal/noise ratio
public float _RaytracingIntensityClamp;
// Flag that tracks if ray counting is enabled
public int _RayCountEnabled;
// Flag that tracks if a ray traced signal should be pre-exposed
public int _RaytracingPreExposition;
// Near plane distance of the camera used for ray tracing
public float _RaytracingCameraNearPlane;
// Angle of a pixel (used for texture filtering)
public float _RaytracingPixelSpreadAngle;
// Ray traced reflection Data
public float _RaytracingReflectionMinSmoothness;
public float _RaytracingReflectionSmoothnessFadeStart;
public int _RaytracingIncludeSky;
// Path tracing parameters
public int _RaytracingMinRecursion;
public int _RaytracingMaxRecursion;
// Ray traced indirect diffuse data
public int _RayTracingDiffuseLightingOnly;
// Shadow value to be used when the point to shade is not inside of the cascades
public float _DirectionalShadowFallbackIntensity;
}
}