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\r\nRecursive rendering has to be enabled. The property is set per material
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the transparent materials should be Double Sided. \r\n- Recursive Rendering
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Thin Refraction Model\n\n- Thin approximates the surface as a Planar
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is ignored.\n- Rays are not refracted to save performance. The Index
of Refraction and the Transmittance Color still have an impact.\n\n
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is reached, the Thickness material property is ignored. Planar and Sphere
Refraction Models have the same result.\n- When Max Depth is reached, Recursive
Rendering falls back to regular Refraction Models using the Thickness material
property.\n\n*To be able to enable Raytracing: HDRP + DXR Wizard > Fix
All\r\r\r\r\n\n\n\r\n\n\n\n"
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Shadows: \t\tYES*\n\nSet up\n- Project support Ray Tracing
\n(Use HDRP Wizard > HDRP + DXR, \"fix all\")\n- HDRP asset has Screen Space
Shadow enabled\n- Camera Frame Settings has Screen Space Shadow enabled\n-
Lights cast ray traced shadows\n\nLimitations\n\n- Area Lights
Ray Traced shadows do not support semi-transparent and colored shadows. (B)\n-
Does not take into account Mesh Renderer's option \"Cast Shadows: Two sided\".\n\nAdditional
information\n\n- Only refractive materials cast colored shadows since
their values are defined by the transmittance color parameter. (C)\n- Colored
shadows accumulate on the receiving surface. (C)\n\n- Only Directional lights
offer the color shadow as an option. (A)\n- Semi-Transparent shadows are
supported by Directional lights by default and punctuals lights (spotlight,
point light) as an option. (A)\n\n- Double Sided affects shadow intensity
on closed objects like a cube but not on simple surfaces like a plane or
a quad. (D)\n\n\n\n\n\n"
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when the refraction effect becomes fully colorized by the Transmission Color.
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This example shows how to author a custom refraction shader.
First, the UVs are flipped vertically and then multiplied by a zoom factor
to change the scale of the HDSceneColor buffer.
For
Lit materials, to simulate transparency, the HDSceneColor node needs to be
connected to the emissive part of the shader.
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