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SetGlobalRayTracingAccelerationStructure

Sets a global RayTracingAccelerationStructure property for all shaders.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

SetGlobalRayTracingAccelerationStructure(string, RayTracingAccelerationStructure)

Sets a global RayTracingAccelerationStructure property for all shaders.
public static void SetGlobalRayTracingAccelerationStructure(string name, RayTracingAccelerationStructure value)

Parameters

name

The name of the acceleration structure in shader code.

The acceleration structure to set.

Remarks

This command binds a RayTracingAccelerationStructure object to all shader stages. You can use the acceleration structure for inline ray tracing (ray queries) or as an argument in
TraceRay
calls in ray tracing shaders. The RayTracingAccelerationStructure object must be built using the RayTracingAccelerationStructure.Build method before calling this command.
Ray queries can be used to perform acceleration structure traversal and geometry intersection tests. To access this functionality, the HLSL code must be compiled using the
#pragma require inlineraytracing
directive or by using the built-in shader keyword
UNITY_DEVICE_SUPPORTS_INLINE_RAY_TRACING
(for example, #pragma multi_compile _ UNITY_DEVICE_SUPPORTS_INLINE_RAY_TRACING).

SetGlobalRayTracingAccelerationStructure(int, RayTracingAccelerationStructure)

Sets a global RayTracingAccelerationStructure property for all shaders.
public static void SetGlobalRayTracingAccelerationStructure(int nameID, RayTracingAccelerationStructure value)

Parameters

nameID

The name ID of the acceleration structure in shader code. Use Shader.PropertyToID to get this value.

The acceleration structure to set.

Remarks

This command binds a RayTracingAccelerationStructure object to all shader stages. You can use the acceleration structure for inline ray tracing (ray queries) or as an argument in
TraceRay
calls in ray tracing shaders. The RayTracingAccelerationStructure object must be built using the RayTracingAccelerationStructure.Build method before calling this command.
Ray queries can be used to perform acceleration structure traversal and geometry intersection tests. To access this functionality, the HLSL code must be compiled using the
#pragma require inlineraytracing
directive or by using the built-in shader keyword
UNITY_DEVICE_SUPPORTS_INLINE_RAY_TRACING
(for example, #pragma multi_compile _ UNITY_DEVICE_SUPPORTS_INLINE_RAY_TRACING).