Direct3D 12 Raytracing HLSL Shaders

The following HLSL shaders support the Direct3D 12 raytracing pipeline. These shaders are functions compiled into a library, with target model lib_6_3, and identified by an attribute [shader("shadertype")] on the shader function. See Intrinsics and System Values to see what is allowed for each shader type.

In this section

Topic Description
Any Hit Shader
A shader that is invoked when ray intersections are not opaque.
Callable Shader
A shader that is invoked from another shader with the CallShader intrinsic.
Closest Hit Shader
A shader that is invoked when it is enabled and the closest hit has been determined or ray intersection search ended.
Intersection Shader
A shader that is used to implement custom intersection primitives for rays intersecting an associated bounding volume (bounding box).
Miss Shader
A shader that is invoked when no ray intersections are found or accepted.
Ray Generation Shader
A shader that calls TraceRay to generate rays.

Core Reference

Direct3D 12 Reference