The GraphicsBuffer that defines a list of axis-aligned bounding boxes (AABBs).
Every element in the buffer starts with the minimum and maximum corners of one AABB, as six float values in the following order: minX, minY, minZ, maxX, maxY, maxZ.
The buffer stride must be at least 24 bytes and a multiple of 8 bytes. Use a stride larger than 24 bytes to store additional data after the minimum and maximum corners, for example a color for each AABB. Unity ignores this additional data when it builds the acceleration structure. To use the data, bind the buffer to a shader. To index the buffer, add RayTracingAABBsInstanceConfig.aabbOffset to the AABB index.