Is there a way to use [Nvidia's HLSL Extensions][1] in Unity shaders? Specifically I'm interested in [timer instrumentation][2] and [shader execution reordering][3] in ray tracing shaders. I can include the hlsl headers without errors but I don't know if there is any way to do the CPU-side setup. I've noticed that Unity has an [NVIDIAModule][4] but I didn't find anything relevant there.
[1]: https://developer.nvidia.com/unlocking-gpu-intrinsics-hlsl
[2]: https://developer.nvidia.com/blog/profiling-dxr-shaders-with-timer-instrumentation/
[3]: https://developer.nvidia.com/sites/default/files/akamai/gameworks/ser-whitepaper.pdf
[4]: https://docs.unity3d.com/2021.3/Documentation/ScriptReference/UnityEngine.NVIDIAModule.html
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