RayTracingSubMeshFlags
Flags that determine how rays intersect the geometry for each submesh relative to Material type during ray tracing.
Read time 1 minuteLast updated 6 days ago
Definition
- Type: Enum
- Namespace: UnityEngine.Rendering
- Assembly: UnityEngine.CoreModule
[Flags]public enum RayTracingSubMeshFlags
Remarks
When RayTracingAccelerationStructure.AddInstance is called, a Renderer can be passed as argument. The Renderer's Mesh can have one or more sub-meshes. Use these flags to determine the behavior of individual sub-meshes when building an acceleration structure or when performing ray tracing.
Fields
Value | Description |
|---|---|
| ClosestHitOnly | Unity considers this geometry opaque. This geometry responds to ray intersections as if it does not have an any hit shader. |
| Disabled | Unity skips the sub-mesh when building a RayTracingAccelerationStructure. As a result, rays cast using |
| Enabled | The sub-mesh is provided as input to a RayTracingAccelerationStructure build operation. |
| UniqueAnyHitCalls | Enable this flag to guarantee that the GPU only invokes the any hit shader once for each ray-triangle pair. |