struct in UnityEngine.Rendering
/
Implemented in:UnityEngine.CoreModule
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.
CloseFor 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.
CloseParameters you can use to configure ray tracing Mesh instances that are part of a RayTracingAccelerationStructure.
This structure groups common parameters between different ray tracing instances.
Additional resources: RayTracingAccelerationStructure.AddInstance, RayTracingAccelerationStructure.AddInstances.
accelerationStructureBuildFlags | The flags Unity uses when it builds the acceleration structure for the geometry referenced by this ray tracing instance configuration. |
accelerationStructureBuildFlagsOverride | Whether to override the build flags specified when creating a RayTracingAccelerationStructure. |
enableTriangleCulling | Whether front/back face culling for this ray tracing instance is enabled. |
frontTriangleCounterClockwise | Whether to flip the way triangles face in this ray tracing instance. |
layer | The Layer used by the ray tracing instance. |
lightProbeProxyVolume | The LightProbeProxyVolume the ray tracing instance uses. |
lightProbeUsage | The Light probe interpolation type for this instance. |
mask | The ray tracing instance mask. |
material | The material the ray tracing instance uses. |
materialProperties | Additional material properties to apply onto material. |
mesh | The mesh to add to a RayTracingAccelerationStructure. |
motionVectorMode | Motion vector mode. |
rayTracingMode | The RayTracingMode that you can use to control how the geometry associated with a mesh ray tracing instance is updated. |
renderingLayerMask | A mask that you can access in HLSL with unity_RenderingLayer built-in shader uniform. |
subMeshFlags | Flags that determine how rays intersect the geometry for each sub-mesh relative to material type during ray tracing. |
subMeshIndex | The index of a sub-mesh when the mesh contains multiple sub-meshes. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.