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How to add a DXR closest hit shader pass to HDRP Lit Shader
Hi, I'm currently trying to build a small demo of the new custom raytracing functionality in unity 2019.3b4 with the HDRP. I mainly followed this talk from a Unity DXR dev (https://www.youtube.com/watch?v=DoKOCgNel7E) but I cannot get it to work. The .raytrace shader does what it should as far as I can tell but my problem is that I cannot find any documentation on how to extend an HDRP Shader with the necessary raytracing pass that holds the closest hit shader function. Can anybody tell me or point to a good source that explains how I can add a closesthit function to the HDRP Lit shader for example (maybe using shader graph?)
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