Version: 2022.2
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

RayTracingSubMeshFlags.Enabled

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

The sub-mesh is provided as input to a RayTracingAccelerationStructure build operation.

When using this flag alone, the sub-mesh is treated as non-opaque. During acceleration structure traversal, the GPU is allowed to invoke an user-defined any hit shader when a ray encounters the geometry, potentially impacting GPU performance during acceleration structure traversal.