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@DGordon I made this simple demo using inline ray tracing where I generate the shadow for a directional light in a compute shader, so you don't...
Indeed @mcclure111, each RayTracingSubMeshFlags entry in the array corresponds to a SubMesh Material, since you can have completely different...
Hi @mcclure111 ! I believe you meant to use | here instead of , rayStructure.AddInstance(r, new RayTracingSubMeshFlags[]...
Hello @bailingoh and @KYL3R! please submit a bug report where the crash can be reproduced. As soon as we can look into it, a potential fix can be...
Yes, correct. RayTracingShader.SetShaderPass it's only for classic DXR 1.0 ray tracing and not for inline ray tracing. For inline ray tracing you...
Hi @stebongo Since you are adding the instances yourself to the acceleration structure you have to use...
Hi! Indirect DispatchRays is supported starting with 2023.3....
Hi! Thanks for reporting the issue. It will be fixed ASAP and backported.
Hi! In Unity 2022, a new function called RayTracingAccelerationStructure.CullInstances was added. It offers many filtering and culling...
For compute shader debugging you can use these lines: #pragma use_dxc #pragma enable_d3d11_debug_symbols
Hi! To debug ray tracing shader code in PIX with PDBs (HLSL source code) you can add #pragma enable_ray_tracing_shader_debug_symbols to your ray...
Hi @TerraUnity Not all shaders support ray tracing. Ray tracing uses hit shaders and your custom shaders will have to implement Shader Passes...
Hi @MrDaveSh It's still on my list and I'll probably finish implementation in 2024. I worked on it during a hack week that we had earlier this...
Hi! Please vote here...
Hi @GeorgeAdamon For 2023 LTS there are no plans to add ray tracing for MacOS.
Hi! The .raytrace file is the right place to write the raygeneration shader. This file doesn't deal with intersection shading code, only with...
You can also use ray-instance masking. When you add instances to an acceleration structure you can specify an instance mask and when you cast rays...
Hi! Multiple acceleration structures are not supported. Only the last one set will be bound to shaders.
Hi! Try enabling "Update When Offscreen" in your Skinned Mesh Renderer component. The Animator component has a "Culling Option" setting. Use...
Yes, just like @m0nsky said. The spheres need to be rendered using RenderMeshInstanced / DrawMeshInstanced but I don't have any experience with...