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DXR Ray Tracing turning all materials transparent

Discussion in 'High Definition Render Pipeline' started by HardRoosterLabs, May 10, 2020.

  1. HardRoosterLabs

    HardRoosterLabs

    Joined:
    Jun 20, 2019
    Posts:
    14
    I was following along with the steps laid out in the video below and I've tried it with the same version in the video, with the same HDRP version, and the newest 2020.1 beta, but I get the same results. When I get to the part where I enable Ray Tracing on the ground, the ground becomes transparent. Any material I enable Ray Tracing on becomes transparent. I'm wondering if something has changed, as I also followed along with the manual setup documentation, and everything there seems to be in order.

    Here is an example, I made a new scene like in the video, and copied the default object

    upload_2020-5-10_7-38-16.png

    Here it is again with Raytracing set turned on the materials for the floor, and the hard hat.

    upload_2020-5-10_7-41-30.png

    Here is a simple cube and the floor, with a lot of noise, especially on the floor. If I turn on ray tracing for either object, they will become transparent like in the above image.

    upload_2020-5-10_7-42-28.png


    It's around 9:44 into the video where I start getting different results.

     
  2. HardRoosterLabs

    HardRoosterLabs

    Joined:
    Jun 20, 2019
    Posts:
    14
    If I remove Global Illumination, it seems to be working, as in the materials aren't transparent any longer, so I suspect some issue there. (Probably shouldn't use GI anyway for a game, even if it is a tutorial shooter)
     
  3. chap-unity

    chap-unity

    Unity Technologies

    Joined:
    Nov 4, 2019
    Posts:
    701
    What I would do is to check with HDRP debug window (Window > Render Pipeline > Render Pipeline Debug) and then check if (Lighting > Fullscreen Debug Mode) RaytracedGloballIllumination and RecursiveRayTracing gives "normal" results here. (as in they a
    If the overrides are enabled and active and at least one object is in raytracing queue, they are not supposed to be black