Version: 2023.2
언어: 한국어

RayTracingSubMeshFlags

enumeration

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설명

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.

변수

DisabledUnity skips the sub-mesh when building a RayTracingAccelerationStructure. As a result, rays cast using TraceRay HLSL function will never intersect the sub-mesh.
EnabledThe sub-mesh is provided as input to a RayTracingAccelerationStructure build operation.
ClosestHitOnlyUnity considers this geometry opaque. This geometry responds to ray intersections as if it does not have an any hit shader.
UniqueAnyHitCallsEnable this flag to guarantee that the GPU only invokes the any hit shader once for each ray-triangle pair.