#define RAYTRACING_OPAQUE_FLAG 0x0f #define RAYTRACING_TRANSPARENT_FLAG 0xf0 // The target acceleration acceleration structure should only be defined for non compute shaders #ifndef SHADER_STAGE_COMPUTE RaytracingAccelerationStructure _RaytracingAccelerationStructure; #endif float _RaytracingRayBias; float _RaytracingRayMaxLength; int _RaytracingNumSamples; int _RaytracingSampleIndex; int _RaytracingMaxRecursion; float _RaytracingIntensityClamp; float _RaytracingReflectionMaxDistance; float _RaytracingReflectionMinSmoothness; uint _RaytracingReflectSky; int _RaytracingFrameIndex; float _RaytracingPixelSpreadAngle; int _RayCountEnabled; float _RaytracingCameraNearPlane; RWTexture2D _RayCountTexture;