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Feedback Feature requests for ray tracing development

Discussion in '2023.2 Beta' started by guoxx_, Apr 11, 2023.

  1. guoxx_

    guoxx_

    Joined:
    Mar 16, 2021
    Posts:
    55
    We're using Unity for a rendering research project, but we've found several features missing. We've posted several topics in the Unity forum, but unfortunately, most of them have gone unanswered. To help address this issue, we've summarized our requests and put them into one topic.

    1. Use HLSL 2021 as the default dxc language version. HLSL 2021 has a number of features, including template functions and operator overrides, that will allow developers to write more robust and modern shader code.

    2. Add SetComputeBufferArray for CommandBuffer. This feature has already been supported for ray tracing shaders and Mesh.GetVertexBuffer returns multiple vertex streams. These APIs will help us to share mesh processing code between ray tracing and compute shaders.

    3. Bindless resources. We don't need the entire system to be bindless, but support for unbound resources would be more than sufficient and very useful.

    4. Add D3D12_HEAP_FLAG_SHARED and D3D12_FENCE_FLAG_SHARED. This will enable developers to do D3D and cuda interoperability, which could open up a new door and introduce the cuda ecosystem to Unity.
     
    LooperVFX, cecarlsen, Zarbuz and 2 others like this.