From 24b4fdca817bdce61027746ea3cd6de8bd17fbff Mon Sep 17 00:00:00 2001 From: Anis Benyoub Date: Fri, 8 Jan 2021 10:54:53 +0100 Subject: [PATCH 1/2] - Changed the warning message for ray traced area shadows (case 1303410). --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Editor/Lighting/HDLightUI.cs | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 797b99b9e93..2ba4ea69e1b 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -47,6 +47,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Density Volumes can now take a 3D RenderTexture as mask, the mask can use RGBA format for RGB fog. - Decreased the minimal Fog Distance value in the Density Volume to 0.05. - Changed the convergence time of ssgi to 16 frames and the preset value +- Changed the warning message for ray traced area shadows (case 1303410). ## [10.3.0] - 2020-12-01 diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs index db55bc85cc3..c76349aab05 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs @@ -1108,7 +1108,7 @@ static void DrawShadowMapContent(SerializedHDLight serialized, Editor owner) { if (hdrp != null && lightType == HDLightType.Area && serialized.areaLightShape == AreaLightShape.Rectangle && (hdrp.currentPlatformRenderPipelineSettings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly)) - EditorGUILayout.HelpBox("Ray traced area light shadows are only available in deferred mode.", MessageType.Warning); + EditorGUILayout.HelpBox("Ray traced area light shadows are approximated for the Lit shader when not in deferred mode.", MessageType.Warning); EditorGUI.indentLevel++; From a8d15af1b497b4e7203957151153d65075d273ed Mon Sep 17 00:00:00 2001 From: Lewis Jordan Date: Fri, 8 Jan 2021 10:59:40 +0000 Subject: [PATCH 2/2] Adds approximation information about ray-traced area shadows --- .../Documentation~/Ray-Traced-Shadows.md | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md index ade7d3463ea..7f7cd3ab255 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md @@ -115,12 +115,13 @@ Ray-traced shadows offer the possibility of semi-transparent shadows for Point L Ray-traced shadows offer an alternative to the [exponential variance shadow map](Glossary.md#ExponentialVarianceShadowMap) that Rectangle Lights use for opaque GameObjects. ![](Images/RayTracedShadows7.png) - **Rectangle Light shadow map** ![](Images/RayTracedShadows8.png) **Ray-traced Rectangle Light shadows** +**Note**: When rendering in [deferred mode](Forward-And-Deferred-Rendering.md), HDRP provides accurate ray-traced area light shadows for the [Lit](Lit-Shader.md) shader. When HDRP renders for any other shader, or for the Lit shader in forward mode, it uses an approximation to calculate ray-traced shadows for area lights. This approximation is not perfectly accurate, but does produce plausible results. + ### Properties | Property | Description | @@ -129,5 +130,6 @@ Ray-traced shadows offer an alternative to the [exponential variance shadow map] | **Denoise** | Enables the spatio-temporal filter that HDRP uses to remove noise from the ray-traced shadows. | | - **Denoiser Radius** | Controls the radius of the spatio-temporal filter. | -### Notes + +## Notes Ray-traced shadows do not support the **Two Sided** option for the Mesh Renderer's **Cast Shadows** property. To use double-sided shadows for a mesh, open the Mesh Renderer's Material in the Inspector and, in the **Surface Options** section, enable the **Double-Sided** property. \ No newline at end of file