private void SetShaderParameters() { // for camera RayTracingShader.SetTexture(0, "_SkyboxTexture", SkyboxTexture); RayTracingShader.SetMatrix("_CameraToWorld", _camera.cameraToWorldMatrix); RayTracingShader.SetMatrix("_CameraInverseProjection", _camera.projectionMatrix.inverse); // light Vector3 l = DirectionalLight.transform.forward; RayTracingShader.SetVector("_DirectionalLight", new Vector4(l.x, l.y, l.z, DirectionalLight.intensity)); // for antialiasing RayTracingShader.SetVector("_PixelOffset", new Vector2(Random.value, Random.value)); // Spheres if (_sphereBuffer != null) { RayTracingShader.SetBuffer(0, "_Spheres", _sphereBuffer); } }