/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ RaytracingAccelerationStructure accelStruct; RWTexture2D image; struct CameraProperties { float4x4 viewInverse; float4x4 projInverse; }; ConstantBuffer cam; struct Payload { float3 hitValue; }; struct CallData { float3 outColor; }; struct Attributes { float2 bary; }; [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(cam.projInverse, float4(d.x, d.y, 1, 1)); RayDesc rayDesc; rayDesc.Origin = mul(cam.viewInverse, float4(0, 0, 0, 1)).xyz; rayDesc.Direction = mul(cam.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 p, in Attributes attribs) { // Execute the callable shader indexed by the current geometry being hit // For our sample this means that the first callable shader in the SBT is invoked for the first triangle, the second callable shader for the second triangle, etc. CallData callData; CallShader(GeometryIndex(), callData); p.hitValue = callData.outColor; } [shader("miss")] void missMain(inout Payload p) { p.hitValue = float3(0.0, 0.0, 0.2); }