Experimental: this API is experimental and might be changed or removed in the future.

RayTracingAccelerationStructure.AddInstance

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public void AddInstance (Renderer targetRenderer, bool[] subMeshMask, bool[] subMeshTransparencyFlags, bool enableTriangleCulling, bool frontTriangleCounterClockwise, uint mask);
public void AddInstance (GraphicsBuffer aabbBuffer, uint numElements, Material material, Matrix4x4 instanceTransform, bool isCutOff, bool enableTriangleCulling, bool frontTriangleCounterClockwise, uint mask, bool reuseBounds);
public void AddInstance (GraphicsBuffer aabbBuffer, uint numElements, Material material, bool isCutOff, bool enableTriangleCulling, bool frontTriangleCounterClockwise, uint mask, bool reuseBounds);

Parameters

targetRendererThe renderer to be added to RayTracingAccelerationStructure.
subMeshMaskA 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.
subMeshTransparencyFlagsA 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.
enableTriangleCullingA 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.
frontTriangleCounterClockwiseA 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.
maskAn 8-bit mask you can use to selectively intersect this renderer with rays that only pass the mask. All rays are enabled (0xff) by default.
aabbBufferA 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.
numElementsThe number of axis-aligned bounding boxes defined in the given GraphicsBuffer.
materialThe Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer.
instanceTransformThe 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.
isCutOffA bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency.
reuseBoundsA 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

Add an instance to this RayTracingAccelerationStructure. Instance geometry can be either a Renderer or a GraphicsBuffer that includes a number of axis-aligned bounding boxes.

You must be call this to add an instance to a manually managed RayTracingAccelerationStructure.

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