# Set global ray-tracing parameters 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Ray Tracing** and click on **Ray Tracing Settings**. For more information about the ray tracing settings properties, refer to [Ray Tracing Settings reference](reference-ray-tracing-settings.md). ## Add objects to the Ray Tracing Acceleration Structure HDRP provides a utility function that adds objects to the ray tracing acceleration structure. The function is `AddInstanceToRAS` and it takes a [Renderer](https://docs.unity3d.com/ScriptReference/Renderer.html)) a `HDEffectsParameters` parameter and two a booleans that tracks changes in the transform and material properties of the included game objects. ``` using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering; using UnityEngine.Rendering.HighDefinition; public class ManualRTASManager : MonoBehaviour { RayTracingAccelerationStructure rtas = null; public List gameObjects = new List(); void Update() { HDRenderPipeline hdrp = RenderPipelineManager.currentPipeline is HDRenderPipeline ? (HDRenderPipeline)RenderPipelineManager.currentPipeline : null; if (hdrp != null && rtas != null) { // Get the HDCamera for the current camera var hdCamera = HDCamera.GetOrCreate(GetComponent()); // Evaluate the effect params HDEffectsParameters hdEffectParams = HDRenderPipeline.EvaluateEffectsParameters(hdCamera, true, false); // Clear the contents of rtas from the previous frame rtas.ClearInstances(); // Add all the objects individually int numGameObjects = gameObjects.Count; for (int i = 0; i < numGameObjects; ++i) HDRenderPipeline.AddInstanceToRAS(rtas, gameObjects[i].GetComponent(), hdEffectParams, ref hdCamera.transformsDirty, ref hdCamera.materialsDirty); // Build the RTAS rtas.Build(transform.position); // Assign it to the camera hdCamera.rayTracingAccelerationStructure = rtas; } } void Start() { if (rtas == null) rtas = new RayTracingAccelerationStructure(); } void OnDestroy() { if (rtas != null) rtas.Dispose(); } } ```