class in UnityEngine.Rendering
/
Inherits from:Object
/
Implemented in:UnityEngine.CoreModule
A shader for GPU ray tracing.
This shader should contain at least a raygeneration
shader.
maxRecursionDepth | The maximum number of ray bounces this shader can trace (Read Only). |
Dispatch | Dispatches this RayTracingShader. |
DispatchIndirect | Dispatches this RayTracingShader. |
SetAccelerationStructure | Sets the value for RayTracingAccelerationStructure property of this RayTracingShader. |
SetBool | Sets the value of a boolean uniform. |
SetBuffer | Binds an input or output compute buffer. |
SetConstantBuffer | Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. |
SetFloat | Sets the value of a float uniform. |
SetFloats | Sets the values for a float array uniform. |
SetInt | Sets the value of a int uniform. |
SetInts | Sets the values for a int array uniform. |
SetMatrix | Sets the value of a matrix uniform. |
SetMatrixArray | Sets a matrix array uniform. |
SetShaderPass | Selects which Shader Pass to use when executing ray/geometry intersection shaders. |
SetTexture | Binds a texture resource. This can be a input or an output texture (UAV). |
SetTextureFromGlobal | Binds a global texture to a RayTracingShader. |
SetVector | Sets the value for a vector uniform. |
SetVectorArray | Sets a vector array uniform. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |