Only spot or direction work when global + raytrace is on, is that a limitation of HDRP 14?
What;s the list of caveats?
What part of raytracing doesn’t seem to work? (shadows, reflections, refraction, global illumination …)
All light types should work with raytracing, but in the case of raytraced shadows, as they are screen space, they are limited by the max number of screen space shadows of the current HDRP asset, where the default value is 4.
And since directional light works with shadow cascades, a single directional light can already fill this count.
Never mind, it’s just that lights need much higher numbers than I’m used to.
and is DXR not really working in HDRP 10? (yes I’m evaluating what the lowest viable version of unity is for us)
What makes you say that ?
Bro everything is working, read the docs. Especially about the lighting and how exposure works with light intensities.
enabling global illumination has no impact on the image, also no raytrace option in volume>shadows. reflection and AO raytrace works. Got a list of HDRP 10 DXR limitations or even better for us: a list of various versions of HDRP and what works and doesn’t work in them?
First, raytracing got “out of preview” in 2023.1 versions (not that long ago).
That doesn’t mean RT effects didn’t work before or that they are 100% perfect now.
It just means that we didn’t feel everything was robust / fast / complete enough to be used in production.
That being said, everything shipped in an offical (non alpha/beta) version is supposed to work.
If there’s things you expect to work differently after looking at the documentation and limitations here (don’t forget to pick the right version on top left), then please do report an issue using the Bug Reporter. It will be appreciated
Of course, there might be a few issues that hasn’t been uncovered yet. (or fixed later but not backported to this old version).
There could also be things that you think don’t work or are broken but are just limitations or just setup issues.
Since raytraced effects need to be interfaced with their rasterized counterpart, they could be not completely easy and intuitive to setup if you are not familiar with how they work.
Now, about Ray Traced GI, my guess is it’s probably a setup issue since most of the time, it can be fairly subtle depending on how lighting is setup.
Also, be careful of the Default Frame settings (or Camera Cutom Frame Settings), Screen Space Global Illumination might just be disabled by default on older versions.
Two things you can do here to make sure it’s doing something:
- Go to “Window > Analysis > Rendering Debugger > Lighting tab > Full Screen Debug Mode > Screen Space Global Illumination” to see if something is computed for real time GI.
- You can also add an “Indirect Lighting Controller” and boost the Indirect Diffuse part to see if something change as well (as the result can be subtle).
Hope this helps !