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.inverseProjection, float4(d.x, d.y, 1, 1)); RayDesc rayDesc; rayDesc.Origin = mul(pViewParams.inverseViewMatrix, float4(0, 0, 0, 1)).xyz; rayDesc.Direction = mul(pViewParams.inverseViewMatrix, float4(normalize(target.xyz), 0)).xyz; rayDesc.TMin = 0.001; rayDesc.TMax = 10000.0; RayPayload payload; TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload); pRayTracingParams.image[int2(LaunchID.xy)] = float4(payload.color, 1.0); }