the point on the transparent surface) and then composite the result using the material alpha value. In this case the first ray origin is the camera and the ray direction is from the camera towards the scene, unlike the more common applications of raytraced shadows, AO etc, which use the world position of a surface point as the origin.īriefly, we retrieve the payload from the closest hit shader, resolve material data, perform lighting of the hit point (i.e. Output = radiance.rgb + transmission * bg apply transmission to background and overlay transparency use the hit position as the origin of the next ray Radiance.rgb += transmission * * hitPointLit Material material = LoadMaterial(payload.materialID, payload.uv) Load material properties at the hit point
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