class in UnityEngine.Experimental.Rendering
/
继承自:Object
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 a ComputeBuffer or GraphicsBuffer to a RayTracingShader. | 
| 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. | 
| FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 | 
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. | 
| FindObjectsOfType | Gets 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。 |