Version: 2019.3
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

RayTracingAccelerationStructure.AddInstance

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public void AddInstance(Renderer targetRenderer, bool[] subMeshMask, bool[] subMeshTransparencyFlags, bool enableTriangleCulling, bool frontTriangleCounterClockwise, uint mask);

Parameters

targetRendererThe renderer to be added to RayTracingAccelerationStructure.
subMeshMaskA bit mask of any size that indicates whether or not to add a submesh to the RayTracingAccelerationStructure. For a Renderer with multiple submeshes, if subMeshMask[i] = true, the submesh is added to the RayTracingAccelerationStructure. For a Renderer with only one submesh, you may pass an uninitialized array as a default value.
subMeshTransparencyFlagsA bit array of any size that indicates whether a given submesh is transparent. For a Renderer with multiple submeshes, if subMeshTransparencyFlag[i] = true, that submesh is marked as transparent. For a Renderer with only one submesh, pass an array with a single initialized entry, and indicate whether or not the one submesh is transparent.
enableTriangleCullingA bool that indicates whether the GPU driver-level culling passes (such as front-face culling or back-face culling) should cull this Renderer. Culling is enabled (true) by default.
frontTriangleCounterClockwiseA bool that indicates whether to flip the way triangles face in this renderer. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default.
maskAn 8-bit mask you can use to selectively intersect this renderer with rays that only pass the mask. All rays are enabled (0xff) by default.

Description

Add a Renderer to this RayTracingAccelerationStructure.

You must be call this to add an instance to a manually managed RayTracingAccelerationStructure.