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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
Property Descriptions
RDPipelineShader any_hit_shader 🔗
void set_any_hit_shader(value: RDPipelineShader)
RDPipelineShader get_any_hit_shader()
Any-hit shader for this hit group. Executed for each potential intersection. Can be null.
RDPipelineShader closest_hit_shader 🔗
void set_closest_hit_shader(value: RDPipelineShader)
RDPipelineShader get_closest_hit_shader()
Closest-hit shader for this hit group. Executed for the closest intersection. Can be null.
RDPipelineShader intersection_shader 🔗
void set_intersection_shader(value: RDPipelineShader)
RDPipelineShader get_intersection_shader()
Intersection shader for this hit group. Required for non-triangle geometry. Must be null when using for triangle geometry.