It’s the Shader Binding Table, and it’s retrieved from the current scene in this way
parameters.RayTracingSBT = &GetWorld()->Scene->GetRenderScene()->RayTracingSBT;
I suggest to take a look into this discussion to get a better overview ![]()
It’s the Shader Binding Table, and it’s retrieved from the current scene in this way
parameters.RayTracingSBT = &GetWorld()->Scene->GetRenderScene()->RayTracingSBT;
I suggest to take a look into this discussion to get a better overview ![]()