RDHitGroup
Hit group (used by RenderingDevice).
Hit group (used by RenderingDevice).
Defines a hit group for use with RenderingDevice.RaytracingPipelineCreate.
A hit group combines shaders that are executed when a ray intersects geometry. It may include a closest-hit shader, any-hit shader, and intersection shader.
Hit groups are referenced by index when populating hit shader binding tables using RenderingDevice.HitSbtRangeUpdate.
Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.
Constructors1
RDHitGroupConstructor
public RDHitGroup();Properties3
AnyHitShaderProperty
public RDPipelineShader AnyHitShader { get; set; }Any-hit shader for this hit group. Executed for each potential intersection. Can be null.
ClosestHitShaderProperty
public RDPipelineShader ClosestHitShader { get; set; }Closest-hit shader for this hit group. Executed for the closest intersection. Can be null.
IntersectionShaderProperty
public RDPipelineShader IntersectionShader { get; set; }Intersection shader for this hit group. Required for non-triangle geometry. Must be null when using for triangle geometry.
Methods6
GetAnyHitShaderRDPipelineShader
public RDPipelineShader GetAnyHitShader();RDPipelineShaderGetClosestHitShaderRDPipelineShader
public RDPipelineShader GetClosestHitShader();RDPipelineShaderGetIntersectionShaderRDPipelineShader
public RDPipelineShader GetIntersectionShader();RDPipelineShaderSetAnyHitShadervoid
public void SetAnyHitShader(RDPipelineShader pMember);| Name | Type | Default |
|---|---|---|
pMember | RDPipelineShader | — |
SetClosestHitShadervoid
public void SetClosestHitShader(RDPipelineShader pMember);| Name | Type | Default |
|---|---|---|
pMember | RDPipelineShader | — |
SetIntersectionShadervoid
public void SetIntersectionShader(RDPipelineShader pMember);| Name | Type | Default |
|---|---|---|
pMember | RDPipelineShader | — |