I have multiple geometries (D3D12_RAYTRACING_GEOMETRY_DESC) inside of a single DXR bottom level acceleration structure (BLAS). How can I determine which of those was hit inside of a closest hit shader? The following HLSL intrinsics do something different:
Starting with D3D12_RAYTRACING_TIER_1_1
there is a new intrinsic called uint GeometryIndex()
Specification.