ScreenSpace::Trace provides functionality for tracing rays in screen space to compute effects like Dynamic Reflections or any kind of ray in world space. It leverages hierarchical ray marching for efficient performance.
static TraceResult ScreenSpace::Trace(
const float3 Position, // The world-space origin point of the trace.
const float3 Direction, // The world-space direction vector of the ray.
uint nMaxSteps = 64 // Maximum steps for ray marching.
);
The TraceResult structure represents the outcome of a trace operation:
| Member | Type | Description |
|---|---|---|
HitClipSpace |
float3 |
The hit position in clip space. XY is the UV, Z is the depth. |
Confidence |
float |
The confidence level of the hit detection. |
ValidHit |
bool |
Indicates whether a valid hit was found. |
Texture2D FrameBufferCopy = /* .. */
Material m = /* .. */
float3 origin = /* world-space origin */;
float3 direction = /* world-space direction */;
TraceResult result = ScreenSpace::Trace( origin, direction );
if ( result.ValidHit )
{
float3 vReflectionColor = FrameBufferCopy[ result.HitClipSpace.xy ].rgb;
m.Emission = lerp( m.Emission, vReflectionColor, result.Confidence );
}