// Copyright Epic Games, Inc. All Rights Reserved. #include "/Engine/Private/RayTracing/RayTracingCommon.ush" RAY_TRACING_ENTRY_CLOSEST_HIT(RayTracingDefaultOpaqueDecalMaterialCHS, FDecalShaderPayload, Payload, FRayTracingIntersectionAttributes, Attributes) { Payload.HitT = RayTCurrent(); // Equivalent to a pure black BaseColor only decal Payload.SetBaseColor(float4(0, 0, 0, 0)); } RAY_TRACING_ENTRY_CLOSEST_HIT(RayTracingDefaultHiddenDecalMaterialCHS, FDecalShaderPayload, Payload, FRayTracingIntersectionAttributes, Attributes) { // nothing to do here since AHS will ignore the hit } RAY_TRACING_ENTRY_ANY_HIT(RayTracingDefaultHiddenDecalMaterialAHS, FDecalShaderPayload, Payload, FRayTracingIntersectionAttributes, Attributes) { IgnoreHit(); }