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