diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md index 473fce82dc1..7b2b165593f 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md @@ -25,9 +25,9 @@ Path tracing shares the general requirements and setup as other ray tracing effe Path tracing uses the [Volume](Volumes.html) framework, so to enable this feature, and modify its properties, you must add a Path Tracing override to a [Volume](Volumes.html) in your Scene. To do this: 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. -2. In the Inspector, select Add Override > Path Tracing. +2. In the Inspector, select Add Override > Ray Tracing > Path Tracing. 3. In the Inspector for the Path Tracing Volume Override, check the Enable option. If you do not see the Enable option, make sure your HDRP Project supports ray tracing. For information on setting up ray tracing in HDRP, see [getting started with ray tracing](Ray-Tracing-Getting-Started.html). This switches HDRP to path-traced rendering and you should initially see a noisy image that converges towards a clean result. -4. If the image does not converge over time, select the drop-down next to the effect toggle and enable Animated Materials. +4. If the image does not converge over time, select the drop-down next to the effect toggle and enable Always Refresh. ![](Images/RayTracingPathTracing3.png)