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Bug RTX reflections ignoring vertex shader? Bug?

Discussion in 'High Definition Render Pipeline' started by SebastianJanisz, Mar 8, 2023.

  1. SebastianJanisz

    SebastianJanisz

    Joined:
    Dec 20, 2018
    Posts:
    1
    Hello,

    I want to use RTX reflections in my project, and I have them set up. But my project also perturbs a surface with a vertex shader. The shader is clearly running since the change in normals is visible in the reflection, but the surface remains flat. I'm guessing the geometry isn't getting re-optimized every frame for RTX since this would be an expensive operation (but in this case, I want it to happen).



    I thought changing Ray Tracing Mode to Dynamic Geometry would do it, but that doesn't seem to do anything. Is it a bug? My understanding is that "Ray Trace Procedurally" is for making custom raymarched objects based on SDF type functions (which would be really cool, if I could get shadows to work with it, but that's a separate problem).

    How can I get the geometry in RTX reflections to update every frame? Thanks!
     
  2. OlavAketun

    OlavAketun

    Joined:
    Aug 4, 2021
    Posts:
    47
    IIRC vertex displacement isn't supported in the RTAS but you can do it manually by updating the vertex mesh buffer using a compute shader.
    Something akin to this https://github.com/keijiro/NoiseBall6
     
    akent99 and DevDunk like this.