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nvidia-rtx-godot / doc / classes / RDHitGroup.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="RDHitGroup" inherits="RefCounted" api_type="core" experimental="" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Hit group (used by [RenderingDevice]).
	</brief_description>
	<description>
		Defines a hit group for use with [method RenderingDevice.raytracing_pipeline_create].
		A hit group combines shaders that are executed when a ray intersects geometry. It may include a closest-hit shader, any-hit shader, and intersection shader.
		Hit groups are referenced by index when populating hit shader binding tables using [method RenderingDevice.hit_sbt_range_update].
	</description>
	<tutorials>
	</tutorials>
	<members>
		<member name="any_hit_shader" type="RDPipelineShader" setter="set_any_hit_shader" getter="get_any_hit_shader">
			Any-hit shader for this hit group. Executed for each potential intersection. Can be [code]null[/code].
		</member>
		<member name="closest_hit_shader" type="RDPipelineShader" setter="set_closest_hit_shader" getter="get_closest_hit_shader">
			Closest-hit shader for this hit group. Executed for the closest intersection. Can be [code]null[/code].
		</member>
		<member name="intersection_shader" type="RDPipelineShader" setter="set_intersection_shader" getter="get_intersection_shader">
			Intersection shader for this hit group. Required for non-triangle geometry. Must be [code]null[/code] when using for triangle geometry.
		</member>
	</members>
</class>