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I just fixed the shadow waving/ghosting/dancing issue, a PR will be there soon.
We are glad that this improved your workflow, amazing content.
We removed the limit for the RTR and RTGI because it made sense. However for the denoiser, the problem is more complex than that. Simply exposing...
Yes the issue was handeled in the meantime, thanks for reporting it.
Make sure you build in x86_64 or ray tracing will not be supported (that is probably your issue).
I guess we could rethink the management of the max ray length.This is not the first time i hear someone complain about this one.We will log a bug...
Unfortunately, with such little details about your scene and lighting setup it not possible for me to guess where the exact issue is. The best...
There is no difference if you use a light source or an emissive mesh. You can raise the clamping threshold in the ray tracing volume component....
A recent PR was merged that breaks that pattern a bit, i would like to know if these screenshots are with or without the improvement.
Can you precise what you mean by "performance mode is broken"? We have tests that validate that the result doesn't change, it is possible that me...
Can you disable volumetrics and try again? I am nore sure we are looking at something ray-tracing related here.
It is on our roadmap. Unfortunately, no estimation to share.
Very nice content
Currently to do that, you can disable ray tracing in the default frame settings (which are the ones used by the scene camera)
Also, given your scene you should probably use the extended shadow culling option available in the Ray Tracing Settings volume component...
I would also suggest disabling half resolution denoiser. It affect quite strongly the denoiser's quality, but helps with its performance.
Our current DXR implementation is still in preview, thus you may not be able to get a great quality for some effects (in this example RT...
Are you using the "Path Tracing" volume component or just ray tracing effects "Reflections, GI, etc."?
At that point I'd suggest baking some very low resolution lightmaps or place light probes as a fallback inside reflections.
There is the layer mask system on the volume component that allows you to control which objects are seen in which effect (ignore objects in...