# SetRayTracingAccelerationStructure

> Adds a command to set the RayTracingAccelerationStructure to be used in a RayTracingShader or a ComputeShader.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Rendering](/engine/6000.5/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

## SetRayTracingAccelerationStructure(RayTracingShader, string, RayTracingAccelerationStructure)

Adds a command to set the [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) to be used in a [RayTracingShader](/engine/6000.5/script-reference/unityengine/rendering/raytracingshader.md) or a [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md).

```csharp
public void SetRayTracingAccelerationStructure(RayTracingShader rayTracingShader, string name, RayTracingAccelerationStructure rayTracingAccelerationStructure)
```

### Parameters

**** (\[RayTracingShader]\(/engine/6000.5/script-reference/unityengine/rendering/raytracingshader)): The [RayTracingShader](/engine/6000.5/script-reference/unityengine/rendering/raytracingshader.md) to set parameter for.**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The name of the acceleration structure in the shader code.**** (\[RayTracingAccelerationStructure]\(/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure)): The [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) object to be set.

### Remarks

When using a [RayTracingShader](/engine/6000.5/script-reference/unityengine/rendering/raytracingshader.md), the [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) specified as argument is visible globally in all ray tracing shader types (e.g. closest hit, any hit, miss, etc.).

When using a [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md), it binds a [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) to a [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md) kernel to be used for Inline Ray Tracing (Ray Queries). This functionality is available on platforms where this feature is supported. Use [SystemInfo.supportsInlineRayTracing](/engine/6000.5/script-reference/unityengine/systeminfo/supportsinlineraytracing.md) to check this.

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`.

```csharp
#include "UnityRayQuery.cginc"

#pragma require inlineraytracing
#pragma kernel CSRayQueryTest

RaytracingAccelerationStructure 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 `g_AccelStruct` shader object can be bound using the [CommandBuffer.SetRayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/commandbuffer/setraytracingaccelerationstructure.md) function. The compute shader can be dispatched if [SystemInfo.supportsInlineRayTracing](/engine/6000.5/script-reference/unityengine/systeminfo/supportsinlineraytracing.md) is true.

Additional Resources: [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md), [SystemInfo.supportsRayTracingShaders](/engine/6000.5/script-reference/unityengine/systeminfo/supportsraytracingshaders.md), [SystemInfo.supportsInlineRayTracing](/engine/6000.5/script-reference/unityengine/systeminfo/supportsinlineraytracing.md).

## SetRayTracingAccelerationStructure(RayTracingShader, int, RayTracingAccelerationStructure)

Adds a command to set the [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) to be used in a [RayTracingShader](/engine/6000.5/script-reference/unityengine/rendering/raytracingshader.md) or a [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md).

```csharp
public void SetRayTracingAccelerationStructure(RayTracingShader rayTracingShader, int nameID, RayTracingAccelerationStructure rayTracingAccelerationStructure)
```

### Parameters

**** (\[RayTracingShader]\(/engine/6000.5/script-reference/unityengine/rendering/raytracingshader)): The [RayTracingShader](/engine/6000.5/script-reference/unityengine/rendering/raytracingshader.md) to set parameter for.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Property name ID. Use [Shader.PropertyToID](/engine/6000.5/script-reference/unityengine/shader/propertytoid.md) to get this ID.**** (\[RayTracingAccelerationStructure]\(/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure)): The [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) object to be set.

### Remarks

When using a [RayTracingShader](/engine/6000.5/script-reference/unityengine/rendering/raytracingshader.md), the [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) specified as argument is visible globally in all ray tracing shader types (e.g. closest hit, any hit, miss, etc.).

When using a [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md), it binds a [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) to a [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md) kernel to be used for Inline Ray Tracing (Ray Queries). This functionality is available on platforms where this feature is supported. Use [SystemInfo.supportsInlineRayTracing](/engine/6000.5/script-reference/unityengine/systeminfo/supportsinlineraytracing.md) to check this.

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`.

```csharp
#include "UnityRayQuery.cginc"

#pragma require inlineraytracing
#pragma kernel CSRayQueryTest

RaytracingAccelerationStructure 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 `g_AccelStruct` shader object can be bound using the [CommandBuffer.SetRayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/commandbuffer/setraytracingaccelerationstructure.md) function. The compute shader can be dispatched if [SystemInfo.supportsInlineRayTracing](/engine/6000.5/script-reference/unityengine/systeminfo/supportsinlineraytracing.md) is true.

Additional Resources: [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md), [SystemInfo.supportsRayTracingShaders](/engine/6000.5/script-reference/unityengine/systeminfo/supportsraytracingshaders.md), [SystemInfo.supportsInlineRayTracing](/engine/6000.5/script-reference/unityengine/systeminfo/supportsinlineraytracing.md).

## SetRayTracingAccelerationStructure(ComputeShader, int, string, RayTracingAccelerationStructure)

Adds a command to set the [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) to be used in a [RayTracingShader](/engine/6000.5/script-reference/unityengine/rendering/raytracingshader.md) or a [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md).

```csharp
public void SetRayTracingAccelerationStructure(ComputeShader computeShader, int kernelIndex, string name, RayTracingAccelerationStructure rayTracingAccelerationStructure)
```

### Parameters

**** (\[ComputeShader]\(/engine/6000.5/script-reference/unityengine/computeshader)): The [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md) object to set the parameter for.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Which kernel the acceleration structure is being set for.**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The name of the acceleration structure in the shader code.**** (\[RayTracingAccelerationStructure]\(/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure)): The [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) object to be set.

### Remarks

When using a [RayTracingShader](/engine/6000.5/script-reference/unityengine/rendering/raytracingshader.md), the [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) specified as argument is visible globally in all ray tracing shader types (e.g. closest hit, any hit, miss, etc.).

When using a [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md), it binds a [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) to a [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md) kernel to be used for Inline Ray Tracing (Ray Queries). This functionality is available on platforms where this feature is supported. Use [SystemInfo.supportsInlineRayTracing](/engine/6000.5/script-reference/unityengine/systeminfo/supportsinlineraytracing.md) to check this.

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`.

```csharp
#include "UnityRayQuery.cginc"

#pragma require inlineraytracing
#pragma kernel CSRayQueryTest

RaytracingAccelerationStructure 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 `g_AccelStruct` shader object can be bound using the [CommandBuffer.SetRayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/commandbuffer/setraytracingaccelerationstructure.md) function. The compute shader can be dispatched if [SystemInfo.supportsInlineRayTracing](/engine/6000.5/script-reference/unityengine/systeminfo/supportsinlineraytracing.md) is true.

Additional Resources: [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md), [SystemInfo.supportsRayTracingShaders](/engine/6000.5/script-reference/unityengine/systeminfo/supportsraytracingshaders.md), [SystemInfo.supportsInlineRayTracing](/engine/6000.5/script-reference/unityengine/systeminfo/supportsinlineraytracing.md).

## SetRayTracingAccelerationStructure(ComputeShader, int, int, RayTracingAccelerationStructure)

Adds a command to set the [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) to be used in a [RayTracingShader](/engine/6000.5/script-reference/unityengine/rendering/raytracingshader.md) or a [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md).

```csharp
public void SetRayTracingAccelerationStructure(ComputeShader computeShader, int kernelIndex, int nameID, RayTracingAccelerationStructure rayTracingAccelerationStructure)
```

### Parameters

**** (\[ComputeShader]\(/engine/6000.5/script-reference/unityengine/computeshader)): The [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md) object to set the parameter for.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Which kernel the acceleration structure is being set for.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Property name ID. Use [Shader.PropertyToID](/engine/6000.5/script-reference/unityengine/shader/propertytoid.md) to get this ID.**** (\[RayTracingAccelerationStructure]\(/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure)): The [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) object to be set.

### Remarks

When using a [RayTracingShader](/engine/6000.5/script-reference/unityengine/rendering/raytracingshader.md), the [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) specified as argument is visible globally in all ray tracing shader types (e.g. closest hit, any hit, miss, etc.).

When using a [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md), it binds a [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md) to a [ComputeShader](/engine/6000.5/script-reference/unityengine/computeshader.md) kernel to be used for Inline Ray Tracing (Ray Queries). This functionality is available on platforms where this feature is supported. Use [SystemInfo.supportsInlineRayTracing](/engine/6000.5/script-reference/unityengine/systeminfo/supportsinlineraytracing.md) to check this.

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`.

```csharp
#include "UnityRayQuery.cginc"

#pragma require inlineraytracing
#pragma kernel CSRayQueryTest

RaytracingAccelerationStructure 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 `g_AccelStruct` shader object can be bound using the [CommandBuffer.SetRayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/commandbuffer/setraytracingaccelerationstructure.md) function. The compute shader can be dispatched if [SystemInfo.supportsInlineRayTracing](/engine/6000.5/script-reference/unityengine/systeminfo/supportsinlineraytracing.md) is true.

Additional Resources: [RayTracingAccelerationStructure](/engine/6000.5/script-reference/unityengine/rendering/raytracingaccelerationstructure.md), [SystemInfo.supportsRayTracingShaders](/engine/6000.5/script-reference/unityengine/systeminfo/supportsraytracingshaders.md), [SystemInfo.supportsInlineRayTracing](/engine/6000.5/script-reference/unityengine/systeminfo/supportsinlineraytracing.md).
