| rayTracingShader | RayTracingShader to set parameter for. | 
| passName | The Shader Pass to use when executing ray tracing shaders. | 
Adds a command to select which Shader Pass to use when executing ray/geometry intersection shaders.
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 CommandBuffer.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.
SubShader
{
    Pass
    {
        // CommandBuffer.SetRayTracingShaderPass must use this name in order to execute the ray tracing shaders from this Pass.
        Name "Test"
        Tags{ "LightMode" = "RayTracing" }
        HLSLPROGRAM
        #pragma multi_compile_local RAY_TRACING_PROCEDURAL_GEOMETRY
        #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
    }
}