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// ray-tracing-test-shaders.slang
struct [raypayload] RayPayload
{
float4 color : read(caller) : write(caller, closesthit, miss);
};
uniform RWTexture2D resultTexture;
uniform RaytracingAccelerationStructure sceneBVH;
[shader("raygeneration")]
void rayGenShaderA()
{
int2 threadIdx = DispatchRaysIndex().xy;
float3 rayDir = float3(0, 0, 1);
float3 rayOrigin = 0;
rayOrigin.x = (threadIdx.x * 2) - 1;
rayOrigin.y = (threadIdx.y * 2) - 1;
// Trace the ray.
RayDesc ray;
ray.Origin = rayOrigin;
ray.Direction = rayDir;
ray.TMin = 0.001;
ray.TMax = 10000.0;
RayPayload payload = { float4(0, 0, 0, 0) };
TraceRay(sceneBVH, RAY_FLAG_NONE, ~0, 0, 0, 0, ray, payload);
resultTexture[threadIdx.xy] = payload.color;
}
[shader("raygeneration")]
void rayGenShaderB()
{
int2 threadIdx = DispatchRaysIndex().xy;
float3 rayDir = float3(0, 0, 1);
float3 rayOrigin = 0;
rayOrigin.x = (threadIdx.x * 2) - 1;
rayOrigin.y = (threadIdx.y * 2) - 1;
// Trace the ray.
RayDesc ray;
ray.Origin = rayOrigin;
ray.Direction = rayDir;
ray.TMin = 0.001;
ray.TMax = 10000.0;
RayPayload payload = { float4(0, 0, 0, 0) };
TraceRay(sceneBVH, RAY_FLAG_NONE, ~0, 1, 0, 1, ray, payload);
resultTexture[threadIdx.xy] = payload.color;
}
[shader("miss")]
void missShaderA(inout RayPayload payload)
{
payload.color = float4(1, 1, 1, 1);
}
[shader("miss")]
void missShaderB(inout RayPayload payload)
{
payload.color = float4(0, 0, 0, 1);
}
[shader("closesthit")]
void closestHitShaderA(inout RayPayload payload, in BuiltInTriangleIntersectionAttributes attr)
{
uint primitiveIndex = PrimitiveIndex();
float4 color = float4(0, 0, 0, 1);
color[primitiveIndex] = 1;
payload.color = color;
}
[shader("closesthit")]
void closestHitShaderB(inout RayPayload payload, in BuiltInTriangleIntersectionAttributes attr)
{
uint primitiveIndex = PrimitiveIndex();
float4 color = float4(1, 1, 1, 1);
color[primitiveIndex] = 0;
payload.color = color;
}
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