Version: 2021.1
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

RayTracingAccelerationStructure.AddInstance

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Declaration

public void AddInstance(Renderer targetRenderer, bool[] subMeshMask, bool[] subMeshTransparencyFlags, bool enableTriangleCulling, bool frontTriangleCounterClockwise, uint mask);

Declaration

public void AddInstance(GraphicsBuffer aabbBuffer, uint numElements, Material material, Matrix4x4 instanceTransform, bool isCutOff, bool enableTriangleCulling, bool frontTriangleCounterClockwise, uint mask, bool reuseBounds);

Declaration

public void AddInstance(GraphicsBuffer aabbBuffer, uint numElements, Material material, bool isCutOff, bool enableTriangleCulling, bool frontTriangleCounterClockwise, uint mask, bool reuseBounds);

Parameters

targetRenderer The Renderer to add to the RayTracingAccelerationStructure.
subMeshMask A bit mask of any size that indicates whether or not to add a submesh to the RayTracingAccelerationStructure. For a Renderer with multiple submeshes, if subMeshMask[i] = true, the submesh is added to the RayTracingAccelerationStructure. For a Renderer with only one submesh, you may pass an uninitialized array as a default value.
subMeshTransparencyFlags A bit array of any size that indicates whether a given submesh is transparent. For a Renderer with multiple submeshes, if subMeshTransparencyFlag[i] = true, that submesh is marked as transparent. For a Renderer with only one submesh, pass an array with a single initialized entry, and indicate whether or not the one submesh is transparent.
enableTriangleCulling A bool that indicates whether the GPU driver-level culling passes (such as front-face culling or back-face culling) should cull this Renderer. Culling is enabled (true) by default.
frontTriangleCounterClockwise A bool that indicates whether to flip the way triangles face in this Renderer. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default.
mask An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default.
aabbBuffer A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ.
numElements The number of axis-aligned bounding boxes defined in the given GraphicsBuffer.
material The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer.
instanceTransform The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default.
isCutOff A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency.
reuseBounds A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default.

Description

Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure.

Instance geometry can be either a Renderer or a GraphicsBuffer that includes a number of axis-aligned bounding boxes.

This function is the primary way to add a ray tracing instance to a manually managed RayTracingAccelerationStructure. Note that to build the acceleration structure on the GPU, you must call RayTracingAccelerationStructure.Build or CommandBuffer.BuildRayTracingAccelerationStructure.

Ray tracing instances in the acceleration structure contain an 8-bit user defined instance mask. The TraceRay() HLSL function has an 8-bit input parameter, InstanceInclusionMask which gets ANDed with the instance mask from any ray tracing instance that is a candidate for intersection during acceleration structure traversal on the GPU. If the result of the AND operation is zero, the intersection is ignored.

See Also: RayTracingAccelerationStructure.RemoveInstance.

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