I am developing a game that is using the standard GLSL shaders but I also would like to include raytracing for reflections. Can I have both RTX shaders and standard shaders in the same scene? Or does Unity’s standard render pipeline include RTX support?
Thank you!
Hi @Airmouse !
Standard render pipeline doesn’t implement any ray tracing effects and the shaders don’t have any ray tracing shader passes.
You’ll need to implement a .raytrace shader containing a ray generation shader that generates your ray tracing reflections and finally combine this output with the scene.
The .shaders your scene is using have to contain a shader pass that’s executed when rays hit geometries using those shaders. These are usually “closest hit” and “any hit” shaders.
Check this sample GitHub - INedelcu/RayTracingShader_VertexAttributeInterpolation at autodesk-interactive-with-ray-tracing - it’s generating world normals as output which is blitted on the screen.
RayTracingShader_VertexAttributeInterpolation/Assets/Shaders/RayGenerator.raytrace at autodesk-interactive-with-ray-tracing · INedelcu/RayTracingShader_VertexAttributeInterpolation · GitHub - generated the world normals.
RayTracingShader_VertexAttributeInterpolation/Assets/Shaders/AutodeskInteractive.shader at autodesk-interactive-with-ray-tracing · INedelcu/RayTracingShader_VertexAttributeInterpolation · GitHub - AutodeskInteractive shader from built-in RP with an additional SubShader pass at the end which contains a “closest hit” shader.