HitObject.MakeMiss¶
Description¶
Creates a HitObject representing a miss based on values explicitly passed as arguments, without tracing a ray. The provided shader table index must reference a valid miss record in the shader table.
Signature¶
/// Requires Capability Set 1: static HitObject HitObject.MakeMiss( uint MissShaderIndex, RayDesc Ray); /// Requires Capability Set 2: static HitObject HitObject.MakeMiss( uint RayFlags, uint MissShaderIndex, RayDesc Ray);
Parameters¶
MissShaderIndex : uint¶
Ray : RayDesc¶
RayFlags : uint¶
Availability and Requirements¶
Capability Set 1¶
Defined for the following targets:
hlsl¶
Available in stages: raygen, closesthit, miss.
Requires capabilities: hlsl_nvapi, ser_hlsl_native.
glsl¶
Available in stages: raygen, closesthit, miss.
cuda¶
Available in stages: raygen, closesthit, miss.
spirv¶
Available in stages: raygen, closesthit, miss.
Requires capabilities: spvRayTracingKHR, spvShaderInvocationReorderNV.
Capability Set 2¶
Defined for the following targets:
hlsl¶
Available in stages: raygen, closesthit, miss.
Requires capability: ser_hlsl_native.
glsl¶
Available in stages: raygen, closesthit, miss.
spirv¶
Available in stages: raygen, closesthit, miss.
Requires capabilities: spvRayTracingKHR, spvShaderInvocationReorderNV.