Flags that determine how rays intersect the geometry for each submesh relative to Material type during ray tracing.
When RayTracingAccelerationStructure.AddInstance is called, a Renderer can be passed as argument. The Renderer's Mesh can have one or more sub-meshes. Use these flags to determine the behavior of individual sub-meshes when building an acceleration structure or when performing ray tracing.
Additional resources: RayTracingAccelerationStructure, MeshFilter.sharedMesh, Mesh.subMeshCount.
| Property | Description |
|---|---|
| Disabled | Unity skips the sub-mesh when building a RayTracingAccelerationStructure. As a result, rays cast using TraceRay HLSL function will never intersect the sub-mesh. |
| Enabled | The sub-mesh is provided as input to a RayTracingAccelerationStructure build operation. |
| ClosestHitOnly | Unity considers this geometry opaque. This geometry responds to ray intersections as if it does not have an any hit shader. |
| UniqueAnyHitCalls | Enable this flag to guarantee that the GPU only invokes the any hit shader once for each ray-triangle pair. |