Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

RayTracingAccelerationStructure.UpdateInstanceMask

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

Declaration

public void UpdateInstanceMask(Renderer renderer, uint mask);

Parameters

renderer The Renderer associated with the ray tracing instance.
mask The new mask.

Description

Updates the instance mask of a ray tracing instance.


Declaration

public void UpdateInstanceMask(int handle, uint mask);

Parameters

handle The handle associated with an AABB or Mesh ray tracing instance.
mask The new mask.

Description

Updates the instance mask of a ray tracing instance.

Pass along a new mask and the handle RayTracingAccelerationStructure.AddInstance returns in order to update ray tracing mask associated with an axis-aligned bounding box (AABB) GraphicsBuffer or a Mesh.

Ray tracing instances in the acceleration structure contain an 8-bit user defined instance mask. The TraceRay() HLSL function has an 8-bit input parameter, InstanceInclusionMask which gets ANDed with the instance mask from any ray tracing instance that is a candidate for intersection during acceleration structure traversal on the GPU. If the result of the AND operation is zero, the GPU ignores the intersection.

Note that building the acceleration structure on the GPU has to be triggered by calling RayTracingAccelerationStructure.Build or CommandBuffer.BuildRayTracingAccelerationStructure.

Additional resources: RayTracingAccelerationStructure.AddInstance, RayTracingAccelerationStructure.RemoveInstance.