I have a rtx 2070 laptop, unity 2019.3.0b4
HDRP 7.1.1
I have not been able to enable raytraced shadows in my project since it has been available can someone just walk me through it from the starting (creating a hdrp project) to enabling it because I don’t know what am I doing wrong it just doesn’t work , ambient occlusion (RayTraced)is working , when I use the recursive rendering for raytraced materials many of the geometry disappears and andthe surface always reflects a bit even when smoothness is 0 , and even the RayTraced global illumination doesn’t work
Can someone just tell me what’s wrong?
(Btw I did use the HDRP render pipeline wizard to enable raytracing but it still doesn’t work)
(There is the “Ray Tracing Environment” GameObeject in the scene)
you can see there are no soft shadows or any change at all when I turn on the raytraced shadows ON
The only time I get soft shadows is when I use forward rendering
I haven’t been able to make raytraced shadow work for me either. raytraced AO and GI and “some” reflections seems to work (only shows against sky but the reflected objects shows no shading).
Frame Settings or ShaderConfig macro validation would be my guess. Then if shadows look ok except in play mode, then ‘disabling static batching’ step is missing.
Normally I just copy the hd config package files into the Packages folder of my project, and make sure that another version of that package is not also mentioned in manifest.json.
But the way Unity tend to do it, is to put that foler somewhere else, and then use the file: way of doing things in manifest.json, to point to the folder with the hd config package.
For example they recently did this with a DXR test project:
it was missing.
The package is located in …\Library\PackageCache\com.unity.render-pipelines.high-definition-config@7.0.1
That recompiled some things but on restart it still Zeros the HADEROPTIONS_RAYTRACING macro in ShaderConfig.cs.hlsl and I don’t see a Raytracing flag in the Frame Settings …
Well normally it doesnt matter if that is ‘missing’ because that package is listed as a dependency in the package.json file of the main hdrp package, so it will still be included. We only need to include it manually ourselves when we want to point to a version of that package that lives in a different location, one we can edit without the changes being lost.
I dont really know how to find more ways to try to explain the things I already tried to explain. So I’d say if you are still having trouble with some part of the instructions, consider trying the Small Office demo project from github:
You will still need to get files for HDRP etc and put them in the right place so that the manifest.json file for this project looks in the right place for them. But this is a good chance to learn about how this stuff works, so you can use package manager system with local files that you have complete control of.
Also I do sometimes see people on this forum giving advice that I think is another way to edit those files without the changes being lost. But I dont know anything about that other way of doing it, I always like to keep local copy of whatever HDRP versions etc I want for each of my projects, and get used to using package manager or manual editing of manifest.json to have control of all this.