class in UnityEngine.Experimental.Rendering
/
継承:Object
A shader for GPU ray tracing.
This shader should contain at least a raygeneration
shader.
maxRecursionDepth | The maximum number of ray bounces this shader can trace (Read Only). |
Dispatch | Dispatches this RayTracingShader. |
SetAccelerationStructure | Sets the value for RayTracingAccelerationStructure property of this RayTracingShader. |
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. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
GetInstanceID | オブジェクトのインスタンス ID を返します |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |