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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