Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


Settings

Initializes and returns an instance of RayTracingAccelerationStructure.Settings from the given configuration.
Read time 1 minuteLast updated 7 days ago

Definition

Settings()

Initializes and returns an instance of RayTracingAccelerationStructure.Settings from the given configuration.
public Settings()

Settings(ManagementMode, RayTracingModeMask, int)

Initializes and returns an instance of RayTracingAccelerationStructure.Settings from the given configuration.
public Settings(RayTracingAccelerationStructure.ManagementMode sceneManagementMode, RayTracingAccelerationStructure.RayTracingModeMask rayTracingModeMask, int layerMask)

Parameters

sceneManagementMode

Whether Unity or the user manages a RayTracingAccelerationStructure.

rayTracingModeMask

The mask that determines which ray tracing instances are added to the RayTracingAccelerationStructure based on their
RayTracingMode
.

layerMask

The mask that determines which ray tracing instances are added to the RayTracingAccelerationStructure based on their layer.

Settings(ManagementMode, RayTracingModeMask, int, RayTracingAccelerationStructureBuildFlags, RayTracingAccelerationStructureBuildFlags)

Initializes and returns an instance of RayTracingAccelerationStructure.Settings from the given configuration.
public Settings(RayTracingAccelerationStructure.ManagementMode sceneManagementMode, RayTracingAccelerationStructure.RayTracingModeMask rayTracingModeMask, int layerMask, RayTracingAccelerationStructureBuildFlags buildFlagsStaticGeometries, RayTracingAccelerationStructureBuildFlags buildFlagsDynamicGeometries)

Parameters

sceneManagementMode

Whether Unity or the user manages a RayTracingAccelerationStructure.

rayTracingModeMask

The mask that determines which ray tracing instances are added to the RayTracingAccelerationStructure based on their
RayTracingMode
.

layerMask

The mask that determines which ray tracing instances are added to the RayTracingAccelerationStructure based on their layer.

The flags Unity uses when it builds acceleration structures associated with static geometries.

The flags Unity uses when it builds acceleration structures associated with dynamic geometries.