Shader "RayTracing/StandardMaterial" { SubShader { Pass { Name "RayTracing" HLSLPROGRAM #define UNIFIED_RT_BACKEND_HARDWARE #include "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Bindings.hlsl" #pragma raytracing test struct AttributeData { float2 barycentrics; }; [shader("closesthit")] void ClosestHitMain(inout UnifiedRT::Hit payload : SV_RayPayload, AttributeData attribs : SV_IntersectionAttributes) { payload.instanceID = InstanceID(); payload.primitiveIndex = PrimitiveIndex(); payload.uvBarycentrics = attribs.barycentrics; payload.hitDistance = RayTCurrent(); payload.isFrontFace = (HitKind() == HIT_KIND_TRIANGLE_FRONT_FACE); } ENDHLSL } } }