Builtin Library
- ..
- README.md536 B
- bindings.yaml1.5 KB
- shader.wgsl1.1 KB
README.md
ray_surface
The normal and the corrected end of the closest triangle hits the ray kernel
found. Bind the same rays, pts, vpt and vstart the ray dispatch read,
and its hit and hit_prim outputs. Outputs, a value per ray: hit_normal
(the unit normal of the triangle hit, turned to face the ray's origin side,
zero for a miss) and hit_end (the hit point pushed out along the normal by the
skin param; for a miss the ray's end, origin + direction * tmax). The shape
index of a hit is hit_prim, the primitive. Exact.