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Unity + Compute shaders + GPU Radix sort + LBVH + Wave intrinsics + Raytracing
Hey, more of a question before I go through the effort of porting it to my own project(want to compare its tracing performance to the CWBVH I currently use as the fast builds are tremendously attractive), but I noticed that Constants.cs has the DATA_ARRAY_COUNT set to 524288, so was this the max triangle count the LBVH builder can handle at once?
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