Hello, as said in the title, the emissive feature in the lit material seems to be broken using raytracing with deferred rendering and that’s a pity since if I switch to forward I lose the raytraced shadows.
Is it a bug or a limitation? Thanks in advance to everyone will answer me!
Hi, many thanks for your reply.
Maybe i’m missing something but if i switch to “forward only” i’m getting a “Raytraced area light shadows are only available in deferred mode” warning (see attachment). What does it exactly mean?
OK, as an alternative, you can use Spotlights with a Cone shape, using a Cookie that matches the area light you want to simulate, and tune the “Radius” property instead to simulate a larger light source. This way, you’ll still be able to get ray-traced shadows.
Hey @supaworst , after investigating a bit, it seems like this message has been added when ray traced area light shadows were not implemented in forward and has not changed since.
Currently, we do have Ray traced area shadows in forward. The implementation is just not the same as in deferred and therefore not “accurate” (especially with rough surface) and this message needs to be updated accordingly !
@chap-unity Good to know, thanks for your reply. So basically you are saying that in forward the ray traced area shadows are working but are not good as the deferred counterpart, right?
“Good” is too vague of a word, It can be good if you feel like they are good for you. A lot of rasterized shadows can be “good”.
They’re just not as accurate (close to what would happen in real life) as they are in deferred.
I agree with you, what is good is depending also on the project, budget and art direction. Again, thanks for the reply!
May i ask another question regarding area lights in general? I’ve found out that the current hair shader bundled with the latest version of HDRP (10.2) seems to be broken with area lights. Do you have any clue about this issue?