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.