Trying to add opacity
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@@ -39,7 +39,7 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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LightingParameter lightingParams = params.getLightingParameter();
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MaterialParameter materialParams = params.getMaterialParameter();
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let brdf = Material.prepare(materialParams);
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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{
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@@ -53,5 +53,7 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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// gamma correction
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result = result / (result + float3(1.0));
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result = pow(result, float3(1.0/2.2));
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hitValue.color = result;
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}
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@@ -19,6 +19,7 @@ void raygen()
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rayDesc.TMax = 10000.0;
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RayPayload payload;
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payload.rayDirection = rayDesc.Direction;
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TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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pRayTracingParams.image[int2(LaunchID.xy)] = float4(payload.color, 1.0);
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@@ -17,5 +17,6 @@ struct CallablePayload
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struct RayPayload
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{
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float3 rayDirection;
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float3 color;
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};
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