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.