Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

RayTracingSubMeshFlags.Enabled

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Description

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

Unity does not consider a sub-mesh opaque if this is the only flag it has, and allows the GPU to invoke a user-defined any hit shader when a ray intersects with that sub-mesh. This can potentially impact GPU performance during acceleration structure traversal.