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The following HLSL shaders support the Direct3D 12 raytracing pipeline. These shaders are functions compiled into a library, with target model lib_6_3, and identified by an attribute [shader("shadertype")] on the shader function. See Intrinsics and System Values to see what is allowed for each shader type.
In this section
Topic | Description |
---|---|
Any Hit Shader |
A shader that is invoked when ray intersections are not opaque. |
Callable Shader |
A shader that is invoked from another shader with the CallShader intrinsic. |
Closest Hit Shader |
A shader that is invoked when it is enabled and the closest hit has been determined or ray intersection search ended. |
Intersection Shader |
A shader that is used to implement custom intersection primitives for rays intersecting an associated bounding volume (bounding box). |
Miss Shader |
A shader that is invoked when no ray intersections are found or accepted. |
Ray Generation Shader |
A shader that calls TraceRay to generate rays. |