I have tested Unity 6.1, 6.0, and latest 2023 but I get the same results each time, perfect GI but terrible reflections I have used the wizard to setup everything right, added a volume with the settings but I still get these results, am I missing something? HW: 7800xt
Hey I suggest you have a look at this thread talking exactly about your issue
Lighting tutorial: 4 techniques to light environments in Unity | Unite 2022
I have the exact same setup as I followed this tutorial and I try to use SSR and GI raytraced to get that realism but my reflective spheres don’t look anywhere close.
Unity’s:
Mine:
EDIT:
Light clusters also don’t seems to work?
I cleaned up the clutter so its more visible to see that Raytraced SSR doesn’t work as intended.
I think I completely misunderstood the raytracing system in unity, I thought I don’t have to place any reflection probes with SSR using raytracing but I think I do is that right?
After reading some more it seems that I do not need reflection probes for an complete Raytraced Scene, but why do I still get these results?
There seem to be confusion, and it’s a complicated topic so I’ll try to summarize how everything works so that you have a complete picture :).
First, each raytraced effect works in isolation. Meaning that if you are using Ray Traced Global Illumination (RTGI) and Ray Traced Reflections (RTR), you won’t be able to see indirect lighting (from the RTGI) in your ray traced reflections. And it’s the same for raytraced shadows for example, if your have RTR, the shadows in your reflections will be shadows maps, not ray traced shadows… etc.
With that said, that means that some effects will have missing data (like having no indirect diffuse in RTR) to calculate proper lighting. To calculate that, ray tracing can fallback on reflection probe (either real time or baked) but as mentionned in the other thread I linked, Reflection probes are not able to see indirect diffuse from SSGI or RTGI as well because of the accumulation problem.
That means, if you want to have some indirect lighting either in your ray traced reflections or in your reflections probe, you need to bake some indirect lighting somewhere. Either by using APV or light maps for example.
The raytracing integration is usually called a hybrid raytracing because not everything is raytraced, only certain effects and they all rely on some data from rasterization pipeline as well.
Raytracing is not a silver bullet and will usually need some baked data as well to have proper results.
Hope that helps clear a little bit how that works.
thank you very much