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[Feature request] UAV write in cloesesthit and multi pass support for RayTracingShader.SetShaderPass

Discussion in 'Graphics Experimental Previews' started by guoxx_, Mar 7, 2022.

  1. guoxx_


    Mar 16, 2021
    Current DXR implementation didn't support UAV write in closesthit/anyhit shader, so that it can't support AOV output.

    And different closest hit shader is not allowed also, for volume path tracing, it's necessary to use dedicated closesthit/anyhit shader record for and visibility/transmistance evaluation. Can Unity support multiple closest/any hit shader within a pass, or alternatively support multiple passes with RayTracingShader.SetShaderPass instead?