Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


SetShaderPass(string)

Selects which Shader Pass to use when executing ray/geometry intersection shaders.
Read time 1 minuteLast updated 4 days ago

Definition

public void SetShaderPass(string passName)

Parameters

passName

The Shader Pass to use when executing ray tracing shaders.

Remarks

This name is specified in the ShaderLab shaders used by Materials applied to Renderers used in ray tracing. If a shader doesn't have a Shader Pass with the specified name, then no ray/geometry intersection code is executed. This method must be called before calling DispatchRays.
The Shader Pass code can include optional closest hit or any hit shaders.
For procedural ray-traced geometries, an intersection shader must be authored. The engine code will automatically enable a keywork named
RAY_TRACING_PROCEDURAL_GEOMETRY
if the geometry is proceduraly ray-traced.
The following example shader code returns the color red.

Examples

SubShader{ Pass { // RayTracingShader.SetShaderPass must use this name in order to execute the ray tracing shaders from this Pass. Name "Test" // Add tags to identify the shaders to use for ray tracing. Tags{ "LightMode" = "RayTracing" } HLSLPROGRAM #pragma multi_compile_local RAY_TRACING_PROCEDURAL_GEOMETRY // Specify this shader is a raytracing shader. #pragma raytracing test struct AttributeData { float2 barycentrics; }; struct RayPayload { float4 color; };#if RAY_TRACING_PROCEDURAL_GEOMETRY [shader("intersection")] void IntersectionMain() { AttributeData attr; attr.barycentrics = float2(0, 0); ReportHit(0, 0, attr); }#endif [shader("closesthit")] void ClosestHitMain(inout RayPayload payload : SV_RayPayload, AttributeData attribs : SV_IntersectionAttributes) { payload.color = float4(1, 0, 0, 1); } ENDHLSL }}