# opaqueMaterials

> The corresponding RayTracingSubMeshFlags value for opaque Materials.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine.Rendering](/engine/6000.3/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public RayTracingSubMeshFlags opaqueMaterials
```

### Remarks

To maximize ray tracing performance on the GPU, [RayTracingSubMeshFlags.Enabled](/engine/6000.3/script-reference/unityengine/rendering/raytracingsubmeshflags/enabled.md) combined with [RayTracingSubMeshFlags.ClosestHitOnly](/engine/6000.3/script-reference/unityengine/rendering/raytracingsubmeshflags/closesthitonly.md) is recommended. This flags combination will ensure that  *any hit shaders* are not invoked during acceleration structure traversal when rays hit opaque geometries.

Additional Resources: [RayTracingAccelerationStructure.CullInstances](/engine/6000.3/script-reference/unityengine/rendering/raytracingaccelerationstructure/cullinstances.md).
