forked from BilalY/Rasagar
21299 lines
722 KiB
Plaintext
21299 lines
722 KiB
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value: "<size=1>Support</size>\r\n\r\nAll Refraction Models are supported.
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the transparent materials should be Double Sided. \r\n- Recursive Rendering
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overrides the smoothness of the objects rendered in the pass to 1. \n\n<size=1>
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Refraction Model with a fixed thickness of 5mm. Actual thickness of the object
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is ignored.\n- Rays are <b>not</b> refracted to save performance. The Index
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All</i>\r\r\r\r\n\n\n\r\n\n\n\n"
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value: "<size=1>Support</size>\n\nSemi-Transparent Shadows: \tYES*\nColored
|
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Shadows: \t\tYES*\n\n<size=1>Set up</size>\n- Project support Ray Tracing
|
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\n(Use HDRP Wizard > HDRP + DXR, \"fix all\")\n- HDRP asset has Screen Space
|
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Shadow enabled\n- Camera Frame Settings has Screen Space Shadow enabled\n-
|
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Lights cast ray traced shadows\n\n<size=1>Limitations</size>\n\n- Area Lights
|
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Ray Traced shadows do not support semi-transparent and colored shadows. (B)\n-
|
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Does not take into account Mesh Renderer's option \"Cast Shadows: Two sided\".\n\n<size=1>Additional
|
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information</size>\n\n- Only refractive materials cast colored shadows since
|
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their values are defined by the transmittance color parameter. (C)\n- Colored
|
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shadows accumulate on the receiving surface. (C)\n\n- Only Directional lights
|
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offer the color shadow as an option. (A)\n- Semi-Transparent shadows are
|
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supported by Directional lights by default and punctuals lights (spotlight,
|
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point light) as an option. (A)\n\n- Double Sided affects shadow intensity
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on closed objects like a cube but not on simple surfaces like a plane or
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a quad. (D)\n\n\n\n\n\n"
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Sphere Refraction Model
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(Solid
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Convex Object)
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Even if it is faceted, the overall shape is still
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round and convex, and not hollow. The classic shape of a diamond is suited
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'
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This example shows how to author a custom refraction shader.
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First, the UVs are flipped vertically and then multiplied by a zoom factor
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to change the scale of the HDSceneColor buffer.
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|
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For
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Lit materials, to simulate transparency, the HDSceneColor node needs to be
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'
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