Version: 2022.1
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

RayTracingInstanceCullingMaterialTest

struct in UnityEngine.Experimental.Rendering

/

Implemented in:UnityEngine.CoreModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

This structure is used by RayTracingAccelerationStructure.CullInstances function to avoid adding Renderers to the acceleration structure or to ignore individual sub-meshes in a Mesh based on Shaders used by Materials when building the acceleration structure.

The Shader Tags and Shader Pass names defined in the Shader used by a Material are part of the test. The test passes if the following conditions are met:

  • If deniedShaderPasses array is empty or the Shader used by a Material doesn’t contain Shader Passes from the array.
  • If requiredShaderTags array is empty or the Shader used by a Material contains one of the Shader Tags from the array.

See Also: RayTracingAccelerationStructure.

Properties

deniedShaderPassesAn array of Shader Pass names used by RayTracingAccelerationStructure.CullInstances to ignore Renderers or individual sub-meshes.
requiredShaderTagsAn array of Shader Tags used by RayTracingAccelerationStructure.CullInstances to ignore Renderers or individual sub-meshes.