UE::ShaderCompilerCommon::ParseRayTracingEntryPoint

Parses ray tracing shader entry point specification string in one of the following formats: 1) Verbatim single entry point name, e.g. "MainRGS" 2) Complex entry point for ray tracing hit group shaders: a) "closesthit=MainCHS" b) "closesthit=MainCHS anyhit=MainAHS" c) "closesthit=MainCHS anyhit=MainAHS intersection=MainIS" d) "closesthit=MainCHS intersection=MainIS" NOTE: closesthit attribute must always be provided for complex hit group entry points

Unreal Engine C++ API Reference > Developer > ShaderCompilerCommon

References

   
Module ShaderCompilerCommon
Header /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h
Include #include "ShaderCompilerCommon.h"
Source /Engine/Source/Developer/ShaderCompilerCommon/Private/ShaderCompilerCommon.cpp
namespace UE  
{  
    namespace ShaderCompilerCommon  
    {  
        void UE::ShaderCompilerCommon::ParseRayTracingEntryPoint  
        (  
            const [FString](API\Runtime\Core\Containers\FString) & Input,  
            [FString](API\Runtime\Core\Containers\FString) & OutMain,  
            [FString](API\Runtime\Core\Containers\FString) & OutAnyHit,  
            [FString](API\Runtime\Core\Containers\FString) & OutIntersection  
        )  
    }  
}  

Remarks

Parses ray tracing shader entry point specification string in one of the following formats: 1) Verbatim single entry point name, e.g. "MainRGS" 2) Complex entry point for ray tracing hit group shaders: a) "closesthit=MainCHS" b) "closesthit=MainCHS anyhit=MainAHS" c) "closesthit=MainCHS anyhit=MainAHS intersection=MainIS" d) "closesthit=MainCHS intersection=MainIS" NOTE: closesthit attribute must always be provided for complex hit group entry points


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