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