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Changed the behavior the max ray length for recursive rendering to match RTR and rasterization. #6643

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merged 2 commits into from
Dec 18, 2021

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In order to avoid having objects that are not rendered while flagged for recursive ray tracing we are forcing the ray length of the camera ray to be equal to the rasterization near and far plane and keep the max ray length for the additional bounces.

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Tested it on various set ups and it does what it says.

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@remi-chapelain remi-chapelain requested a review from a team December 17, 2021 09:26
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Agree with this change, makes sense for it to work the same way ray trace reflection works. ✔️

Would be even cooler if the documentation mentioned that this length is taken now after the first intersection.

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✔️

@anisunity anisunity marked this pull request as ready for review December 17, 2021 13:21
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Tests are green locally except the regression that is not related to this pr

@anisunity anisunity merged commit b675105 into master Dec 18, 2021
@anisunity anisunity deleted the HDRP/fix-rr-rtr-disparity branch December 18, 2021 10:27
sebastienlagarde pushed a commit that referenced this pull request Jan 13, 2022
sebastienlagarde pushed a commit that referenced this pull request Jan 13, 2022
sebastienlagarde added a commit that referenced this pull request Jan 13, 2022
* Fix FBX Material

* [HDRP] Fix rendering when adding an incompatible platform to the project #6495

* Updated Physically Based Sky documentation with more warnings about warmup cost. #6498

* Fixed shaders craeted with the custom pass renderers template not being compatible with SRP batcher (case 1383694) (#6501)

* Fixed the fade in mode of the clouds not impacting the volumetric clouds shadows (case 1381652). #6511

* Avoid typed load on volumetric fog filtering on platforms that don't support it #6513

* Fixed the property name of screen weight distance (#6586)

* Documentation and images for custom mip for texture samplers (#6592)

* Documentation and images for custom mip for texture samplers

* Code review suggested changes.

* Fixed potential asymmetrical resource release in the volumetric clouds (case 1388218). #6600

* Fixed the intensity of the sky being reduced signficantly even if there is no clouds (case 1388279). #6601

* Fixed the rt screen space shadows not using the correct asset for allocating the history buffers. #6613

* Urp/fix 1378692 #6627

* Fixed a crash with render graph viewer #6629

* [HDRP] Fix tile/cluster debug for Decal and Fog #6635

* Minor rewording of PT doc. (#6637)

* Changed the behavior the max ray length for recursive rendering to match RTR and rasterization. #6643

* Fix (#6649)

* [HDRP] Fix issue with dynamic RendererList culling option getting ignored #6659

* Review new warmup cost section (#6683)

A few fixes applied to the changes in #6498 and #6323.

* Path fixes (#6692)

Updated incorrect menu paths.

* fixed typo "pratices" -> "practices" in ToC (#6699)

* fixed link to decal.md (#6700)

* Volume docs bugfixes (#6714)

* Volume docs bugfixes

Updates screenshots, menu paths and fixed some typos and inaccuracies.

* Apply formatting changes

Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>

* NeedMotionVectorForTransparent was checking for wrong flag #6719

* [HDRP][Tooltips] Fixed some tooltips for Local Volumetric Fog #6722

* [Fogbugz # 380357] Fixing negative overflowing of IES attenuation spline #6669

Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: emilybrown1 <88374601+emilybrown1@users.noreply.github.com>
Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com>
Co-authored-by: esdasuka <soner.sen@gmail.com>
Co-authored-by: simonb-unity <94441789+simonb-unity@users.noreply.github.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Vic Cooper <63712500+Vic-Cooper@users.noreply.github.com>
Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>
Co-authored-by: Jans Margevics <50581102+JMargevics@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request Jan 13, 2022
* Fixed the fade in mode of the clouds not impacting the volumetric clouds shadows (case 1381652). #6511

* Update .gitignore

* Avoid typed load on volumetric fog filtering on platforms that don't support it #6513

* Fixed potential asymmetrical resource release in the volumetric clouds (case 1388218). #6600

* Fixed the intensity of the sky being reduced signficantly even if there is no clouds (case 1388279). #6601

* Fixed the rt screen space shadows not using the correct asset for allocating the history buffers. #6613

* Changed the behavior the max ray length for recursive rendering to match RTR and rasterization. #6643

* Fix fbx material #6491

* Urp/fix 1378692 #6627

* [Fogbugz # 380357] Fixing negative overflowing of IES attenuation spline #6669

* Update 1225_Lit_SpeedTree8SG.png

* update ref screenshots

* Update 004-CloudsFlaresDecals.png

Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: esdasuka <soner.sen@gmail.com>
Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com>
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