RaytracedShadowRenderPass
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RaytracedShadowRenderPass traces rays to compute a shadow mask for a directional or point light.
Use a Raytraced Shadow Render Pass to produce a screen-space shadow mask texture from a built acceleration structure. The output shadow mask can be fed into a DenoiserRenderPass for temporal denoising before compositing.
\note Requires at least Vulkan 1.2 as the target graphics API.
Experimental: Use a Raytraced Shadow render pass to compute a per-pixel shadow mask by tracing shadow 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 RaytracedShadowRenderPassMetadata.
Create a Raytraced Shadow Render Pass.
| name | (string) | The name of the Raytraced Shadow Render Pass. |