rayTracingShader | RayTracingShader to execute. |
rayGenName | The name of the ray generation shader. |
width | The width of the ray generation shader thread grid. |
height | The height of the ray generation shader thread grid. |
depth | The depth of the ray generation shader thread grid. |
camera | Optional parameter used to setup camera-related built-in shader variables. |
argsBuffer | Buffer containing dispatch dimensions for indirect DispatchRays. |
argsOffset | The byte offset into argsBuffer where the dispatch dimensions start. |
Adds a command to execute a RayTracingShader.
When the command buffer executes, the GPU launches the threads of the ray generation shader you specify as an argument for this method.
Retrieve the width, height, and depth values with the HLSL DispatchRaysDimensions()
function. Retrieve the ray generation shader invocation index values with the HLSL DispatchRaysIndex()
function.
Width, height and depth must be above zero and width*height*depth <= 2^30. When using the argsBuffer
and argsOffset
arguments for an indirect CommandBuffer.DispatchRays call, the buffer with arguments, argsBuffer
, has to contain three integer numbers at given argsOffset
values representing the dispatch dimensions: width, height and depth.
When an optional Camera is specified as parameter, the built-in shader variables related to the Camera, Screen and Time are set up. Check Built-in shader variables for a complete list of these variables.
A RayTracingShader only supports the following shader types: ray generation, miss and callable.
#include "UnityShaderVariables.cginc"
#pragma max_recursion_depth 1
// Input RaytracingAccelerationStructure g_SceneAccelStruct; float g_Zoom; //Mathf.Tan(Mathf.Deg2Rad * Camera.main.fieldOfView * 0.5f)
// Output RWTexture2D<float4> g_Output;
struct RayPayload { float4 color; };
[shader("miss")] void MainMissShader(inout RayPayload payload : SV_RayPayload) { payload.color = float4(0, 0, 0, 1); }
[shader("raygeneration")] void MainRayGenShader() { uint2 launchIndex = DispatchRaysIndex().xy; uint2 launchDim = DispatchRaysDimensions().xy;
float2 frameCoord = float2(launchIndex.x, launchDim.y - launchIndex.y - 1) + float2(0.5, 0.5);
float2 ndcCoords = frameCoord / float2(launchDim.x - 1, launchDim.y - 1);
ndcCoords = ndcCoords * 2 - float2(1, 1); ndcCoords = ndcCoords * g_Zoom;
float aspectRatio = (float)launchDim.x / (float)launchDim.y;
float3 viewDirection = normalize(float3(ndcCoords.x * aspectRatio, ndcCoords.y, 1));
// Rotate the ray from view space to world space. float3 rayDirection = normalize(mul((float3x3)unity_CameraToWorld, viewDirection));
RayDesc ray; ray.Origin = _WorldSpaceCameraPos; ray.Direction = rayDirection; ray.TMin = 0.0f; ray.TMax = 1000.0f;
RayPayload payload; payload.color = float4(1, 1, 1, 1);
uint missShaderIndex = 0; TraceRay(g_SceneAccelStruct, 0, 0xFF, 0, 1, missShaderIndex, ray, payload);
g_Output[frameCoord] = payload.color; }
In this ray generation shader example, you calculate a ray direction based on the 2D thread index returned by the DispatchRaysIndex()
function. The output is white if there is a ray/triangle intersection. When there is no intersection, the GPU executes MainMissShader and the output is black. This example uses the unity_CameraToWorld
built-in shader variable. You must specify a Camera as an argument for the DispatchRays
function to set this value correctly.
Additional resources: SystemInfo.supportsRayTracingShaders, RayTracingAccelerationStructure, RayTracingShader.DispatchIndirect.