passName | The Shader Pass to use when executing ray tracing shaders. |
Selects which Shader Pass to use when executing ray/geometry intersection shaders.
This name is specified in the ShaderLab shaders used by Materials applied to Renderers used in ray tracing. If a shader doesn't have a Shader Pass with the specified name, then no ray/geometry intersection code is executed. This method must be called before calling RayTracingShader.DispatchRays.
The Shader Pass code can include optional closest hit or any hit shaders.
For procedural ray-traced geometries, an intersection shader must be authored. The engine code will automatically enable a keywork named RAY_TRACING_PROCEDURAL_GEOMETRY
if the geometry is proceduraly ray-traced.
The following example shader code returns the color red.
SubShader { Pass { // RayTracingShader.SetShaderPass must use this name in order to execute the ray tracing shaders from this Pass. Name "Test"
// Add tags to identify the shaders to use for ray tracing. Tags{ "LightMode" = "RayTracing" }
HLSLPROGRAM
#pragma multi_compile_local RAY_TRACING_PROCEDURAL_GEOMETRY
// Specify this shader is a raytracing shader. #pragma raytracing test
struct AttributeData { float2 barycentrics; };
struct RayPayload { float4 color; };
#if RAY_TRACING_PROCEDURAL_GEOMETRY [shader("intersection")] void IntersectionMain() { AttributeData attr; attr.barycentrics = float2(0, 0); ReportHit(0, 0, attr); } #endif
[shader("closesthit")] void ClosestHitMain(inout RayPayload payload : SV_RayPayload, AttributeData attribs : SV_IntersectionAttributes) { payload.color = float4(1, 0, 0, 1); }
ENDHLSL } }