// Copyright 2020 Google LLC RaytracingAccelerationStructure rs : register(t0); RWTexture2D image : register(u1); struct CameraProperties { float4x4 viewInverse; float4x4 projInverse; }; cbuffer cam : register(b2) { CameraProperties cam; }; struct Payload { [[vk::location(0)]] float3 hitValue; }; struct SBT { float r; float g; float b; }; [[vk::shader_record_ext]] ConstantBuffer sbt; [shader("raygeneration")] void main() { 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; // use border to demonstrate raygen record data if (all(LaunchID.xy > int2(16, 16)) && all(LaunchID.xy < LaunchSize.xy - int2(16, 16))) { // Generate a checker board pattern to trace out rays or use hit record data int2 pos = int2(LaunchID.xy / 16); if (((pos.x + pos.y % 2) % 2) == 0) { // This will set hit value to either hit or miss SBT record color TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload); } else { // Set the hit value to the raygen SBT data payload.hitValue = float3(sbt.r, sbt.g, sbt.b); } } else { // Set hit value to black payload.hitValue = float3(0.0, 0.0, 0.0); } image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0); }