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Unity Engine


RayTracingSubMeshFlags

Flags that determine how rays intersect the geometry for each submesh relative to Material type during ray tracing.
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Definition

[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

ClosestHitOnlyUnity considers this geometry opaque. This geometry responds to ray intersections as if it does not have an any hit shader.
DisabledUnity skips the sub-mesh when building a RayTracingAccelerationStructure. As a result, rays cast using
TraceRay
HLSL function will never intersect the sub-mesh.
EnabledThe sub-mesh is provided as input to a RayTracingAccelerationStructure build operation.
UniqueAnyHitCallsEnable this flag to guarantee that the GPU only invokes the any hit shader once for each ray-triangle pair.