SetRayTracingAccelerationStructure
Sets a RayTracingAccelerationStructure to be used for Inline Ray Tracing (Ray Queries).
Read time 3 minutesLast updated 8 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
SetRayTracingAccelerationStructure(int, int, RayTracingAccelerationStructure)
Sets a RayTracingAccelerationStructure to be used for Inline Ray Tracing (Ray Queries).
public void SetRayTracingAccelerationStructure(int kernelIndex, int nameID, RayTracingAccelerationStructure accelerationStructure)
Parameters
For which kernel the RayTracingAccelerationStructure is being set. See ComputeShader.FindKernel.
Property name ID, use Shader.PropertyToID to get it.
The RayTracingAccelerationStructure object to bind.
Remarks
Use SystemInfo.supportsInlineRayTracing to check at runtime if Inline Ray Tracing is supported by the system.
In compute shaders, ray queries can be used to perform acceleration structure traversal and geometry intersection tests. To access this functionality, the HLSL code needs to be compiled using .
#pragma require inlineraytracing#include "UnityRayQuery.cginc"#pragma require inlineraytracing#pragma kernel CSRayQueryTestRaytracingAccelerationStructure g_AccelStruct;RWTexture2D<float> g_Output;[numthreads(8,4,1)]void CSRayQueryTest (uint3 id : SV_DispatchThreadID){ const uint rayFlags = RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH; UnityRayQuery<rayFlags> rayQuery; RayDesc ray; ray.Origin = float3(0, 0, 0); ray.Direction = float3(0, 1, 0); ray.TMin = 0; ray.TMax = 10000; rayQuery.TraceRayInline(g_AccelStruct, rayFlags, 0xff, ray); rayQuery.Proceed(); g_Output[id.xy] = (rayQuery.CommittedStatus() == COMMITTED_TRIANGLE_HIT) ? 1.0 : 0.0;}
This is a simple compute shader that checks if a ray with the origin at (0, 0, 0) and direction (0, 1, 0) intersects any geometry consisting of triangles. The shader object can be bound using the ComputeShader.SetRayTracingAccelerationStructure function. The compute shader can be dispatched if SystemInfo.supportsInlineRayTracing is true.
g_AccelStructAdditional Resources: CommandBuffer.SetGlobalRayTracingAccelerationStructure, SystemInfo.supportsInlineRayTracing.
SetRayTracingAccelerationStructure(int, string, RayTracingAccelerationStructure)
Sets a RayTracingAccelerationStructure to be used for Inline Ray Tracing (Ray Queries).
public void SetRayTracingAccelerationStructure(int kernelIndex, string name, RayTracingAccelerationStructure accelerationStructure)
Parameters
For which kernel the RayTracingAccelerationStructure is being set. See ComputeShader.FindKernel.
Resource name in shader code.
The RayTracingAccelerationStructure object to bind.
Remarks
Use SystemInfo.supportsInlineRayTracing to check at runtime if Inline Ray Tracing is supported by the system.
In compute shaders, ray queries can be used to perform acceleration structure traversal and geometry intersection tests. To access this functionality, the HLSL code needs to be compiled using .
#pragma require inlineraytracing#include "UnityRayQuery.cginc"#pragma require inlineraytracing#pragma kernel CSRayQueryTestRaytracingAccelerationStructure g_AccelStruct;RWTexture2D<float> g_Output;[numthreads(8,4,1)]void CSRayQueryTest (uint3 id : SV_DispatchThreadID){ const uint rayFlags = RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH; UnityRayQuery<rayFlags> rayQuery; RayDesc ray; ray.Origin = float3(0, 0, 0); ray.Direction = float3(0, 1, 0); ray.TMin = 0; ray.TMax = 10000; rayQuery.TraceRayInline(g_AccelStruct, rayFlags, 0xff, ray); rayQuery.Proceed(); g_Output[id.xy] = (rayQuery.CommittedStatus() == COMMITTED_TRIANGLE_HIT) ? 1.0 : 0.0;}
This is a simple compute shader that checks if a ray with the origin at (0, 0, 0) and direction (0, 1, 0) intersects any geometry consisting of triangles. The shader object can be bound using the ComputeShader.SetRayTracingAccelerationStructure function. The compute shader can be dispatched if SystemInfo.supportsInlineRayTracing is true.
g_AccelStructAdditional Resources: CommandBuffer.SetGlobalRayTracingAccelerationStructure, SystemInfo.supportsInlineRayTracing.