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anisunityJordanL8sebastienlagarde
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Changed the warning message for ray traced area shadows (case 1303410). (#3029)
* - Changed the warning message for ray traced area shadows (case 1303410). * Adds approximation information about ray-traced area shadows Co-authored-by: Lewis Jordan <[email protected]> Co-authored-by: sebastienlagarde <[email protected]>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -59,6 +59,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Changed the convergence time of ssgi to 16 frames and the preset value
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- Improved robustness of volumetric sampling in path tracing (case 1295187).
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- Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality.
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- Changed the warning message for ray traced area shadows (case 1303410).
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## [10.3.0] - 2020-12-01
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com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md

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Ray-traced shadows offer an alternative to the [exponential variance shadow map](Glossary.md#ExponentialVarianceShadowMap) that Rectangle Lights use for opaque GameObjects.
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![](Images/RayTracedShadows7.png)
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**Rectangle Light shadow map**
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![](Images/RayTracedShadows8.png)
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**Ray-traced Rectangle Light shadows**
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**Note**: When rendering in [deferred mode](Forward-And-Deferred-Rendering.md), HDRP provides accurate ray-traced area light shadows for the [Lit](Lit-Shader.md) shader. When HDRP renders for any other shader, or for the Lit shader in forward mode, it uses an approximation to calculate ray-traced shadows for area lights. This approximation is not perfectly accurate, but does produce plausible results.
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### Properties
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| Property | Description |
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| **Denoise** | Enables the spatio-temporal filter that HDRP uses to remove noise from the ray-traced shadows. |
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| - **Denoiser Radius** | Controls the radius of the spatio-temporal filter. |
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### Notes
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## Notes
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Ray-traced shadows do not support the **Two Sided** option for the Mesh Renderer's **Cast Shadows** property. To use double-sided shadows for a mesh, open the Mesh Renderer's Material in the Inspector and, in the **Surface Options** section, enable the **Double-Sided** property.

com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs

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{
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if (hdrp != null && lightType == HDLightType.Area && serialized.areaLightShape == AreaLightShape.Rectangle
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&& (hdrp.currentPlatformRenderPipelineSettings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly))
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EditorGUILayout.HelpBox("Ray traced area light shadows are only available in deferred mode.", MessageType.Warning);
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EditorGUILayout.HelpBox("Ray traced area light shadows are approximated for the Lit shader when not in deferred mode.", MessageType.Warning);
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EditorGUI.indentLevel++;
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