Class RaytracedReflectionRenderPass

Class Hierarchy

RaytracedReflectionRenderPass traces rays to compute screen-space reflections for surfaces with roughness below a threshold.

Use a Raytraced Reflection Render Pass to produce a reflection texture from a built acceleration structure and a GBuffer. Reflections are computed per-pixel using ray queries against the top-level acceleration structure.

\note Requires at least Vulkan 1.2 as the target graphics API.

Since Kanzi 4.1.0

Experimental: Use a Raytraced Reflection render pass to compute screen-space reflections by tracing reflection rays against an acceleration structure built by a Build Acceleration Structure render pass. Requires at least Vulkan 1.2 as the target graphics API.

Inherits properties and message types from RaytracedReflectionRenderPassMetadata.

Synopsis

Methods
create()

Create a Raytraced Reflection Render Pass

RaytracedReflectionRenderPass.RaytracedReflectionRenderPass:create(name)

Create a Raytraced Reflection Render Pass.

Parameters
name (string)

The name of the Raytraced Reflection Render Pass.