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API > API/Runtime > API/Runtime/RHI
| Name | FRayTracingShaderBindingTableInitializer |
| Type | struct |
| Header File | /Engine/Source/Runtime/RHI/Public/RHIResources.h |
| Include Path | #include "RHIResources.h" |
Syntax
struct FRayTracingShaderBindingTableInitializer
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| HitGroupIndexingMode | ERayTracingHitGroupIndexingMode | Allow indexing of the hit group shaders for RTPSO bindings - if disabled then the SBT won't store any hit group data. | RHIResources.h | |
| Lifetime | ERayTracingShaderBindingTableLifetime | Defines lifetime of the shader binding table. | RHIResources.h | |
| LocalBindingDataSize | uint32 | Local binding data size used for each entry in the SBT (needs to be at least as big as the local binding data size of all shaders used in the SBT) | RHIResources.h | |
| NumCallableShaderSlots | uint32 | Defines how many different callable shaders with unique resource bindings can be bound to this scene. | RHIResources.h | |
| NumGeometrySegments | uint32 | Maximum number of geometry segments which can be stored in the hit group binding data. | RHIResources.h | |
| NumMissShaderSlots | uint32 | At least one miss shader must be present in a ray tracing scene. | RHIResources.h | |
| NumShaderSlotsPerGeometrySegment | uint32 | This value controls how many elements will be allocated in the shader binding table per geometry segment. | RHIResources.h | |
| ShaderBindingMode | ERayTracingShaderBindingMode | Defines which types of binding data needs to be stored in the SBT (Inline and/or RTPSO) | RHIResources.h |