Flags that determine the behavior of a sub-mesh in a RayTracingAccelerationStructure.
When you call RayTracingAccelerationStructure.AddInstance, you can pass a Renderer as argument. The Renderer's Mesh can have one or more sub-meshes. Use these flags to determine the behavior of individual sub-meshes when building an acceleration structure, or when performing ray tracing.
Additional resources: RayTracingAccelerationStructure, MeshFilter.sharedMesh, Mesh.subMeshCount.
Disabled | Unity skips the sub-mesh when building a RayTracingAccelerationStructure. As a result, rays cast using TraceRay HLSL function will never intersect the sub-mesh. |
Enabled | The sub-mesh is provided as input to a RayTracingAccelerationStructure build operation. |
ClosestHitOnly | When rays encounter this geometry, the geometry acts as though no any hit shader is present. The geometry is considered opaque. |
UniqueAnyHitCalls | This flag enables the guarantee that for a given ray-triangle pair, an any hit shader is invoked only once, potentially with some performance impact. |