 |
bool |
bAllowDuplicateAnyHitShaderInvocation |
Any-hit shader may be invoked multiple times for the same primitive during ray traversal. |
 |
bool |
bEnabled |
Indicates whether this section is enabled and should be taken into account during acceleration structure creation. |
 |
bool |
bForceOpaque |
Indicates whether any-hit shader could be invoked when hitting this geometry segment. |
 |
uint32 |
FirstPrimitive |
Primitive range for this segment. |
 |
uint32 |
MaxVertices |
Number of vertices (positions) in VertexBuffer. |
 |
uint32 |
NumPrimitives |
|
 |
FBufferRHIRef |
VertexBuffer |
|
 |
EVertexElementType |
VertexBufferElementType |
|
 |
uint32 |
VertexBufferOffset |
Offset in bytes from the base address of the vertex buffer. |
 |
uint32 |
VertexBufferStride |
Number of bytes between elements of the vertex buffer (sizeof VET_Float3 by default). |