Unity - Scripting API: ComputeShader.SetRayTracingAccelerationStructure
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Use SystemInfo.supportsInlineRayTracing to check at runtime if Inline Ray Tracing is supported by the system.
In compute shaders, ray queries can be used to perform acceleration structure traversal and geometry intersection tests. To access this functionality, the HLSL code needs to be compiled using #pragma require inlineraytracing.
#include "UnityRayQuery.cginc"#pragma require inlineraytracing #pragma kernel CSRayQueryTest
RaytracingAccelerationStructure g_AccelStruct; RWTexture2D<float> g_Output;
[numthreads(8,4,1)] void CSRayQueryTest (uint3 id : SV_DispatchThreadID) { const uint rayFlags = RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH; UnityRayQuery<rayFlags> rayQuery;
RayDesc ray; ray.Origin = float3(0, 0, 0); ray.Direction = float3(0, 1, 0); ray.TMin = 0; ray.TMax = 10000;
rayQuery.TraceRayInline(g_AccelStruct, rayFlags, 0xff, ray); rayQuery.Proceed();
g_Output[id.xy] = (rayQuery.CommittedStatus() == COMMITTED_TRIANGLE_HIT) ? 1.0 : 0.0; }