import Common; import RayTracingData; [shader("raygeneration")] void raygen() { uint3 LaunchID = DispatchRaysIndex(); uint3 LaunchSize = DispatchRaysDimensions(); const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5); const float2 inUV = pixelCenter / float2(LaunchSize.xy); float2 d = float2(inUV.x, 1 - inUV.y) * 2.0 - 1.0; float4 target = mul(pViewParams.c.inverseProjection, float4(d.x, d.y, 1, 1)); RayDesc rayDesc; rayDesc.Origin = mul(pViewParams.c.inverseViewMatrix, float4(0, 0, 0, 1)).xyz; rayDesc.Direction = mul(pViewParams.c.inverseViewMatrix, float4(normalize(target.xyz), 0)).xyz; rayDesc.TMin = 0.001; rayDesc.TMax = 10000.0; const uint maxRays = 12; float3 color = float3(0, 0, 0); float alpha; for(uint i = 0; i < maxRays; ++i) { RayPayload payload; TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload); color = color.rgb * alpha + payload.color * payload.alpha; alpha = alpha + payload.alpha; rayDesc.Origin = payload.intersection_WS; if(alpha > 0.9){ break; } } pRayTracingParams.image[int2(LaunchID.xy)] = float4(color, alpha); }