用于 GPU 射线追踪的着色器。
This shader should contain at least a raygeneration
shader.
maxRecursionDepth | The maximum number of ray bounces this shader can trace (Read Only). |
Dispatch | 分发 RayTracingShader。 |
SetAccelerationStructure | 为 RayTracingShader 的 RayTracingAccelerationStructure 属性设置此值。 |
SetBool | Sets the value of a boolean uniform. |
SetBuffer | Binds an input or output compute buffer. |
SetConstantBuffer | Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. |
SetFloat | Sets the value of a float uniform. |
SetFloats | Sets the values for a float array uniform. |
SetInt | Sets the value of a int uniform. |
SetInts | Sets the values for a int array uniform. |
SetMatrix | Sets the value of a matrix uniform. |
SetMatrixArray | Sets a matrix array uniform. |
SetShaderPass | Selects which Shader Pass to use when executing ray/geometry intersection shaders. |
SetTexture | Binds a texture resource. This can be a input or an output texture (UAV). |
SetTextureFromGlobal | Binds a global texture to a RayTracingShader. |
SetVector | Sets the value for a vector uniform. |
SetVectorArray | Sets a vector array uniform. |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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