Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

RDHitGroup

Experimental: This class may be changed or removed in future versions.

Inherits: RefCounted < Object

Hit group (used by RenderingDevice).

Description

Defines a hit group for use with RenderingDevice.raytracing_pipeline_create().

A hit group combines shaders that are executed when a ray intersects geometry. It may include a closest-hit shader, any-hit shader, and intersection shader.

Hit groups are referenced by index when populating hit shader binding tables using RenderingDevice.hit_sbt_range_update().

Properties

RDPipelineShader

any_hit_shader

RDPipelineShader

closest_hit_shader

RDPipelineShader

intersection_shader


Property Descriptions

RDPipelineShader any_hit_shader 🔗

Any-hit shader for this hit group. Executed for each potential intersection. Can be null.


RDPipelineShader closest_hit_shader 🔗

Closest-hit shader for this hit group. Executed for the closest intersection. Can be null.


RDPipelineShader intersection_shader 🔗

Intersection shader for this hit group. Required for non-triangle geometry. Must be null when using for triangle geometry.