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SetRayTracingAccelerationStructure

Adds a command to set the RayTracingAccelerationStructure to be used in a RayTracingShader or a ComputeShader.
Read time 7 minutesLast updated 5 days ago

Definition

SetRayTracingAccelerationStructure(RayTracingShader, string, RayTracingAccelerationStructure)

Adds a command to set the RayTracingAccelerationStructure to be used in a RayTracingShader or a ComputeShader.
public void SetRayTracingAccelerationStructure(RayTracingShader rayTracingShader, string name, RayTracingAccelerationStructure rayTracingAccelerationStructure)

Parameters

rayTracingShader

The RayTracingShader to set parameter for.

name

The name of the acceleration structure in the shader code.

rayTracingAccelerationStructure

The RayTracingAccelerationStructure object to be set.

Remarks

When using a RayTracingShader, the RayTracingAccelerationStructure specified as argument is visible globally in all ray tracing shader types (e.g. closest hit, any hit, miss, etc.).
When using a ComputeShader, it binds a RayTracingAccelerationStructure to a ComputeShader kernel to be used for Inline Ray Tracing (Ray Queries). This functionality is available on platforms where this feature is supported. Use SystemInfo.supportsInlineRayTracing 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
.
#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
g_AccelStruct
shader object can be bound using the CommandBuffer.SetRayTracingAccelerationStructure function. The compute shader can be dispatched if SystemInfo.supportsInlineRayTracing is true.

SetRayTracingAccelerationStructure(RayTracingShader, int, RayTracingAccelerationStructure)

Adds a command to set the RayTracingAccelerationStructure to be used in a RayTracingShader or a ComputeShader.
public void SetRayTracingAccelerationStructure(RayTracingShader rayTracingShader, int nameID, RayTracingAccelerationStructure rayTracingAccelerationStructure)

Parameters

rayTracingShader

The RayTracingShader to set parameter for.

nameID

Property name ID. Use Shader.PropertyToID to get this ID.

rayTracingAccelerationStructure

The RayTracingAccelerationStructure object to be set.

Remarks

When using a RayTracingShader, the RayTracingAccelerationStructure specified as argument is visible globally in all ray tracing shader types (e.g. closest hit, any hit, miss, etc.).
When using a ComputeShader, it binds a RayTracingAccelerationStructure to a ComputeShader kernel to be used for Inline Ray Tracing (Ray Queries). This functionality is available on platforms where this feature is supported. Use SystemInfo.supportsInlineRayTracing 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
.
#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
g_AccelStruct
shader object can be bound using the CommandBuffer.SetRayTracingAccelerationStructure function. The compute shader can be dispatched if SystemInfo.supportsInlineRayTracing is true.

SetRayTracingAccelerationStructure(ComputeShader, int, string, RayTracingAccelerationStructure)

Adds a command to set the RayTracingAccelerationStructure to be used in a RayTracingShader or a ComputeShader.
public void SetRayTracingAccelerationStructure(ComputeShader computeShader, int kernelIndex, string name, RayTracingAccelerationStructure rayTracingAccelerationStructure)

Parameters

computeShader

The ComputeShader object to set the parameter for.

kernelIndex

Which kernel the acceleration structure is being set for.

name

The name of the acceleration structure in the shader code.

rayTracingAccelerationStructure

The RayTracingAccelerationStructure object to be set.

Remarks

When using a RayTracingShader, the RayTracingAccelerationStructure specified as argument is visible globally in all ray tracing shader types (e.g. closest hit, any hit, miss, etc.).
When using a ComputeShader, it binds a RayTracingAccelerationStructure to a ComputeShader kernel to be used for Inline Ray Tracing (Ray Queries). This functionality is available on platforms where this feature is supported. Use SystemInfo.supportsInlineRayTracing 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
.
#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
g_AccelStruct
shader object can be bound using the CommandBuffer.SetRayTracingAccelerationStructure function. The compute shader can be dispatched if SystemInfo.supportsInlineRayTracing is true.

SetRayTracingAccelerationStructure(ComputeShader, int, int, RayTracingAccelerationStructure)

Adds a command to set the RayTracingAccelerationStructure to be used in a RayTracingShader or a ComputeShader.
public void SetRayTracingAccelerationStructure(ComputeShader computeShader, int kernelIndex, int nameID, RayTracingAccelerationStructure rayTracingAccelerationStructure)

Parameters

computeShader

The ComputeShader object to set the parameter for.

kernelIndex

Which kernel the acceleration structure is being set for.

nameID

Property name ID. Use Shader.PropertyToID to get this ID.

rayTracingAccelerationStructure

The RayTracingAccelerationStructure object to be set.

Remarks

When using a RayTracingShader, the RayTracingAccelerationStructure specified as argument is visible globally in all ray tracing shader types (e.g. closest hit, any hit, miss, etc.).
When using a ComputeShader, it binds a RayTracingAccelerationStructure to a ComputeShader kernel to be used for Inline Ray Tracing (Ray Queries). This functionality is available on platforms where this feature is supported. Use SystemInfo.supportsInlineRayTracing 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
.
#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
g_AccelStruct
shader object can be bound using the CommandBuffer.SetRayTracingAccelerationStructure function. The compute shader can be dispatched if SystemInfo.supportsInlineRayTracing is true.