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ZERO_INITIALIZE(ScreenSpaceRaymarchInput, ssRayInput); |
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// Jitter the ray origin to trade some noise instead of banding effect |
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ssRayInput.rayOriginWS = rayOriginWS + rayDirWS * SampleBayer4(posInput.positionSS + uint2(_FrameCount, _FrameCount / 4)) * 0.1; |
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ssRayInput.rayOriginWS = rayOriginWS + rayDirWS * SampleBayer4(posInput.positionSS + uint2(_FrameCount, uint(_FrameCount) / 4u)) * 0.1; |
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ssRayInput.rayDirWS = rayDirWS; |
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#if DEBUG_DISPLAY |
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ssRayInput.debug = debug; |
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