class in UnityEngine.Experimental.Rendering
用于 GPU 射线追踪的着色器。
This shader should contain at least a raygeneration
shader.
maxRecursionDepth | The maximum number of ray bounces this shader can trace (Read Only). |
Dispatch | 分发 RayTracingShader。 |
SetAccelerationStructure | 为 RayTracingShader 的 RayTracingAccelerationStructure 属性设置此值。 |
SetBool | Sets the value of a boolean uniform. |
SetBuffer | Binds a ComputeBuffer or GraphicsBuffer to a RayTracingShader. |
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. |