// Copyright Epic Games, Inc. All Rights Reserved. #include "/Engine/Private/Common.ush" #include "/Engine/Private/RayTracing/RayTracingCommon.ush" #include "/Engine/Private/PathTracing/PathTracingCommon.ush" RAY_TRACING_ENTRY_CLOSEST_HIT(PathTracingDefaultOpaqueCHS, FPackedPathTracingPayload, PackedPayload, FRayTracingIntersectionAttributes, Attributes) { // mark hit as solid black FPathTracingPayload Payload = (FPathTracingPayload)0; Payload.ShadingModelID = SHADINGMODELID_UNLIT; Payload.BSDFOpacity = 1.0; PackedPayload = PackPathTracingPayload(Payload); PackedPayload.HitT = RayTCurrent(); } RAY_TRACING_ENTRY_CLOSEST_HIT(PathTracingDefaultHiddenCHS, FPackedPathTracingPayload, PackedPayload, FRayTracingIntersectionAttributes, Attributes) { // mark hit as fully transparent FPathTracingPayload Payload = (FPathTracingPayload)0; Payload.ShadingModelID = SHADINGMODELID_UNLIT; Payload.TransparencyColor = 1.0; PackedPayload = PackPathTracingPayload(Payload); PackedPayload.HitT = RayTCurrent(); } RAY_TRACING_ENTRY_ANY_HIT(PathTracingDefaultHiddenAHS, FPackedPathTracingPayload, PackedPayload, FRayTracingIntersectionAttributes, Attributes) { IgnoreHit(); }