import Common; import RayTracingData; import MaterialParameter; import LightEnv; import MATERIAL_FILE_NAME; [shader("callable")] void callable(inout CallablePayload payload) { LightingParameter lightingParams = payload.params.getLightingParameter(); MaterialParameter materialParams = payload.params.getMaterialParameter(); let brdf = Material.prepare(materialParams); float3 result = float3(0, 0, 0); for(int i = 0; i < pLightEnv.numDirectionalLights; ++i) { result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf); } for(uint i = 0; i < pLightEnv.numPointLights; ++i) { result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf); } result += brdf.evaluateAmbient(); // gamma correction result = result / (result + float3(1.0)); result = pow(result, float3(1.0/2.2)); payload.color = brdf.baseColor; }