Hello,
I downloaded a completely fresh 6 project and encountered many Raytracing issues.
I used the default starting scene, added some mesh as ground, enabled the settings, HDRP Wizard, added 2 test meshes. Everything else default new Unity project. 17.0.3 HDRP.
1. Ray traced shadows completely break everything and show all black
Raytraced GI enabling is completely messed up
Ive had multiple odd issues.
Enabling it was showing sometimes just black and no GI and you had to enable it in a right order somehow, switching ray marching and raytracing - something there is really broken. Depending on the order of toggling I get different results.
Rotating the camera once removed the GI accumulation (red) when I moved it back to the original position, as if it only traced it when I enabled it. Back to the original position I was no longer seeing red bounce light.
Initially I had almost the exact same results with raymarching and raytracing, both showing a correct looking result. Then eventually with no changes to the scene or HDRP settings, the raytracing just shows black and incorrect behavior now and no amount of toggling fixes it.
Ray traced reflections showing that I did not have recursive rendering on, while I had, and showing pure black. (Ok restart then did show that I needed transparent setting as well, but the pointer didnt update to the second one)
Restarting the Engine returns raytraced objects as pure Green emissive when having imported lit materials even thought they are not green.
I have the HDRP wizard everything enabled, just setup a new unity 6 sample with HDRP in the default scene and just turned on the effects. Ive tried with and without reflection probe. Materials are default lit materials and a HDRI sky. HDRP latest 17.03
Sun is 130000 Lux, default setting, exposure also default setting.
I don’t know what is happening here but this completely broken. Im trying to delete the library but this is a new project from 5 minutes ago.
Also please give us a GI exposure slider this is so needed for this feature. In many scenes its invisible and you still pay a heavy cost. For the many stilized games this will make a huge difference especially. Our game is full of colors and we don’t get any value from it almost.
Also please add a power slider for raytraced AO, its barely visible and a bit of control would go a long way.
So yeah, I managed to repro this one, and is now logged, I hope it will get looked at soon (with all the rest because I agree it does not look well. However, it seems to work as well in the HDRP Template scene so there might be something fishy going on…
For this you can add an indirect lighting controller and push / reduce the indirect diffuse value.
There is an intensity slider that can go up to 4, no ? If you need more for some reasons, you can always override the maximum value in code.
The indirect lighting controller increases all diffuse contribution from any source (like sky / HDRI), however the slider should only increase the bounce lighting, but maybe thats not how it works technically.
I want more of the bounce lighting but don’t want to brighten my entire environment linearly.
For AO there is a opacity slider, but Power is contrast which is different. I am barely feeling AO contribution even on high levels that makes it worth spending the performance over SSAO. Adjusting the curve through pow to get more deeper shadowing would help as it is extremely subtle right now.
Both the GI and the AO are so extremely subtle that it is almost not possible to justify the massive additional cost and I have to rely on third party solutions to have a noticeable GI and AO effect which is visible in every scene, while the HDRP solutions are unnoticeable in many of our scenes (LTS).
Enabling Unity GI looks exactly the same - no visible difference, at least on 2022.3 LTS.
Im not posting a screenshot because there is no point you cannot tell a difference.
This is the same in most of our environments and dosn’t seem to correlate to any exposure settings.
The issue is that you implemented an assumption about a certain ground-truth which just dosn’t work in many environments, please give us more control over the outcome.
I can post many different environments, from beaches, oil rig, factory, green, purple, red, yellow, gray, almost everything in the color spectrum if wanted.
Adding on to this, in the sample scene, if you enable the GPU Resident Drawer and realtime raytracing at the same time, the raytracing crashes with:
“A BatchDrawCommand is using the pass “RayTracingPrepass” from the shader “HDRP/Lit” which does not define a DOTS_INSTANCING_ON variant.
This is not supported when rendering with a BatchRendererGroup (or Entities Graphics).”
Can the two not be used together? And if this is expected behavior, can we have the option be disabled if the other is enabled, to indicate this lack of support? (like MSAA gets disabled with RT on)
Can you share your repro project, I tried using both HDRP template and aside from the other issue reported above, I couldn’t make the project throw an error or crash when checking both real time ray tracing and GPU Resident drawer.
Thanks in advance.
Sorry, I wasn’t clear enough! Specifically, it’s the Recursive Rendering feature. When a material is marked as “Recursive Rendering”, and there’s a Recursive Rendering volume active, any materials affected by Recursive Rendering don’t display and an error is thrown when turning on instanced drawing with the GPU Resident Drawer.
Repro project: Dropbox (Link won’t be available for long)
Unity: 6000.0.21f1
HDRP: 17.0.3
Repro steps:
Create a new Unity project with HDRP 3D Sample (so that raytracing works in the first place)
Open “RaytraceResidentDrawerReproScene.unity” in Assets/Scenes
Observe the sphere that has a recursive rendering material applied to it
Navigate to Assets/Scenes/RaytraceResidentDrawerReproScene/HDRP Asset, and open the HDRP Asset titled “HDRP Ray Tracing”.
Set GPU Resident Drawer to Instanced Drawing, and observe the sphere disappear and the error thrown in the console.
Is there a workaround to make ray tracing work in a new project? It’s strange that it works in the HDRP sample project, but not in a new empty project, using Unity 6000.0.20f1.
For now, you can start from the High definition 3D Sample (which works), apparently the problem has been identified and is being worked on right now, hopefully this won’t take much time until a fix lands in the next beta versions.
I don’t know if this is the same problem, but I also downloaded the latest version of unity (6000.0.22f1) HDRP 17.0.3 and created a project in the SRP template.
When I try to use any Ray Tracing configuration, it returns a similar error. in my case the scene and the game tab is black. if I disable it, the normal content returns.
Here’s an example with path tracing, but the same thing happens with Reflections, Global Illumination, Ambient Occlusion, whenever I enable the Ray Tracing option.
I tried to trace where this error comes from, but I couldn’t identify it, I also have a project in 6000.0.16f1 where the same error happens. Unity 2022.2.xx works normally.