Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Documentation~/lighting-ray-traced-effects.md
2024-08-26 23:07:20 +03:00

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Ray-traced effects

The High Definition Render Pipeline (HDRP) uses ray tracing to replace some screen space effects, shadowing techniques, and Mesh rendering techniques.

Page Description
Ray-Traced Ambient Occlusion Use ray tracing data to generate ambient occlusion.
Ray-Traced Contact Shadows replaces contact shadows with a more accurate, ray-traced, contact shadow technique that can use off screen data.
Ray-Traced Global Illumination Use ray tracing data to generate global illumination.
Ray-Traced Reflections Use ray tracing data to generate reflections.
Ray-Traced Shadows Use shadows generated from ray-traced directional, point, and area lights.
Use the recursive rendering volume override Trace a high number of rays that bounce multiple times.
Ray-Traced Subsurface Scattering Use ray tracing data to generate subsurface scattering.