Number of bounces for each light path in Path Tracing

Hello, I am working on creating artwork using Unity HDRP Path Tracing and I have a couple of ideas on how to improve it.
Please add the ability to adjust the number of bounces for each light path.
Similar to Blender, where you can adjust each path individually.
Specular path Diffuse path Transparent material path, etc.
This would be very helpful.

I would also like to know if there will be VFX support for Path Tracing and what advancements are planned in that direction?
I believe that it is one of the most convenient engines for offline rendering, and I’m very excited to see how it develops.

Currently I’m not sure that’s possible with the way Unity’s Path Tracer is set up. I think it might require a complete rewrite of their PT in order to support that.
Right now it kinda does everything in one pass, so separating them might not be possible without a rewrite. I also think it might be to the detriment of the performance as now you’re doing passes and not all in one go.
If you separate them out you need a way to combine the result in the end, and that might have performance implications.

The only “passes” done are things like albedo, roughness contribution, and the likes. But they’re not truly passes, more just part of how the PT works and its payload and throughput.

Having dug into their PT a bit I’ve found a lot of odd stuff like the fact that the more max bounces you have the better it performs. This is because the max bounce count is tied to how much it will start culling rays when they lose “energy”.
This means having infinite reflections performs better than 10 reflections. :eyes:

Hey, thanks for the feedback, I can’t give you anything concrete about this but since we recently landed support for VFX in raytraced effects, it means we’re one step closer to be able to do it with the pathtracer.
It’s more or less on the roadmap but without a clear date or anything :slight_smile:

Sorry for the hazy answer but I don’t want to make empty promises.