// Copyright Epic Games, Inc. All Rights Reserved. #pragma once /** * Common header to access reflection capture data in ray tracing shaders. * Requires: * - ReflectionCaptureUniformBuffer * - ForwardLightDataUniformBuffer */ // Setup the reflection composite to sample the sky and reflection captures. #define REFLECTION_COMPOSITE_HAS_BOX_CAPTURES 1 #define REFLECTION_COMPOSITE_HAS_SPHERE_CAPTURES 1 #define REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES 1 #define REFLECTION_COMPOSITE_SUPPORT_SKYLIGHT_BLEND 1 // Enable skly light sampling as last fallback after reflection captures #ifdef ENABLE_SKY_LIGHT #undef ENABLE_SKY_LIGHT #endif #define ENABLE_SKY_LIGHT 1 // Disable static lighting as this is not needed in this case. #ifdef ALLOW_STATIC_LIGHTING #undef ALLOW_STATIC_LIGHTING #endif #define ALLOW_STATIC_LIGHTING 0 // Also specify that we are going to go over a range of reflection captures without culling available. // All reflection captures available are always available here even if completely outside the view. #define REFLECTION_COMPOSITE_NO_CULLING_DATA #include "../ReflectionEnvironmentShared.ush" #include "../ReflectionEnvironmentComposite.ush"