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# Ray Tracing Just Got Way More Accessible

**[git-amend](https://daily.dev/sources/git-amend)** · 17 min read · 0 upvotes · 0 comments

## Summary

Unity 6 introduced a unified ray tracing API (URT) that lets developers run ray tracing workloads on the GPU using either hardware ray tracing or a compute shader fallback, removing the RTX hardware requirement. The tutorial walks through building a complete example from scratch: installing the render-pipelines.core package, setting up a RayTracingContext, building an acceleration structure from scene mesh renderers, defining matching C# and HLSL ray/hit structs with correct memory layout, writing a .urt shader with a ray generation kernel, allocating GPU buffers, dispatching the trace each frame, and reading back hit results for gizmo visualization. Key advantages over Physics.Raycast include GPU execution and no collider dependency. A current limitation is that the public API only returns intersection info (triangle index, distance, barycentric coords) without normals or UVs, though internal Unity classes can be copied into a project to access geometry attributes.

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Tags: [#game-development](https://daily.dev/tags/game-development), [#gpu](https://daily.dev/tags/gpu), [#unity](https://daily.dev/tags/unity)

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