diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index 705b21d5c36..d733df638cf 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -17,6 +17,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
### Changed
- Removed the material pass probe volumes evaluation mode.
- Volume parameter of type Cubemap can now accept Cubemap render textures and custom render textures.
+- Removed the superior clamping value for the recursive rendering max ray length.
+- Removed the superior clamping value for the ray tracing light cluster size.
## [10.3.0] - 2020-12-01
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs
index 96783615007..9b555bee44d 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs
@@ -1,7 +1,7 @@
+using UnityEngine;
using UnityEditor.Rendering;
using UnityEditor.Rendering.HighDefinition;
using UnityEngine.Rendering.HighDefinition;
-using UnityEngine.Rendering;
namespace UnityEditor.Experimental.Rendering.HighDefinition
{
@@ -26,6 +26,8 @@ public override void OnEnable()
m_MinSmoothness = Unpack(o.Find(x => x.minSmoothness));
}
+ static public readonly GUIContent k_RayLengthText = EditorGUIUtility.TrTextContent("Max Ray Length", "This defines the maximal travel distance of rays.");
+
public override void OnInspectorGUI()
{
HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset;
@@ -47,7 +49,7 @@ public override void OnInspectorGUI()
{
PropertyField(m_LayerMask);
PropertyField(m_MaxDepth);
- PropertyField(m_RayLength);
+ PropertyField(m_RayLength, k_RayLengthText);
PropertyField(m_MinSmoothness);
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs
index 716157a24cf..fa90fb51a2f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs
@@ -13,7 +13,7 @@ public sealed class LightCluster : VolumeComponent
/// Controls the range of the cluster around the camera.
///
[Tooltip("Controls the range of the cluster around the camera.")]
- public ClampedFloatParameter cameraClusterRange = new ClampedFloatParameter(10f, 0.001f, 50f);
+ public MinFloatParameter cameraClusterRange = new MinFloatParameter(10.0f, 0.001f);
///
/// Default constructor for the light cluster volume component.
///
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs
index f4e895cec16..b2570b09338 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs
@@ -31,8 +31,7 @@ public sealed class RecursiveRendering : VolumeComponent
///
/// This defines the maximal travel distance of rays.
///
- [Tooltip("Ray Length. This defines the maximal travel distance of rays.")]
- public ClampedFloatParameter rayLength = new ClampedFloatParameter(10f, 0f, 50f);
+ public MinFloatParameter rayLength = new MinFloatParameter(10.0f, 0.0f);
///
/// Minmal smoothness for reflection rays. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques.