/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct Attributes { float2 bary; }; struct Payload { [[vk::location(0)]] float3 hitValue; }; RaytracingAccelerationStructure accelStruct; RWTexture2D image; struct UBO { float4x4 viewInverse; float4x4 projInverse; float4 lightPos; }; ConstantBuffer ubo; [shader("raygeneration")] void raygenerationMain() { 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 = inUV * 2.0 - 1.0; float4 target = mul(ubo.projInverse, float4(d.x, d.y, 1, 1)); RayDesc rayDesc; rayDesc.Origin = mul(ubo.viewInverse, float4(0, 0, 0, 1)).xyz; rayDesc.Direction = mul(ubo.viewInverse, float4(normalize(target.xyz), 0)).xyz; rayDesc.TMin = 0.001; rayDesc.TMax = 10000.0; Payload payload; TraceRay(accelStruct, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload); image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0); } [shader("closesthit")] void closesthitMain(inout Payload payload, in Attributes attribs) { // We need the barycentric coordinates to calculate data for the current position const float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y); // With VK_KHR_ray_tracing_position_fetch we can access the vertices for the hit triangle in the shader float3 vertexPos0 = HitTriangleVertexPosition(0); float3 vertexPos1 = HitTriangleVertexPosition(1); float3 vertexPos2 = HitTriangleVertexPosition(2); float3 currentPos = vertexPos0 * barycentricCoords.x + vertexPos1 * barycentricCoords.y + vertexPos2 * barycentricCoords.z; // Calcualte the normal from above values float3 normal = normalize(cross(vertexPos1 - vertexPos0, vertexPos2 - vertexPos0)); normal = normalize(mul(float4(normal, 1.0), WorldToObject4x3())); // Basic lighting float3 lightDir = normalize(ubo.lightPos.xyz - currentPos); float diffuse = max(dot(normal, lightDir), 0.0); payload.hitValue.rgb = 0.1 + diffuse; } [shader("miss")] void missMain(inout Payload payload) { payload.hitValue = float3(0.0, 0.0, 0.2); }