diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md index 7f7cd3ab255..a2ec2de6caa 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md @@ -131,5 +131,11 @@ Ray-traced shadows offer an alternative to the [exponential variance shadow map] | - **Denoiser Radius** | Controls the radius of the spatio-temporal filter. | -## Notes -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. \ No newline at end of file +## Limitations + +#### Double-sided shadows +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. + +#### Recursive rendering + +GameObjects HDRP renders using [recursive rendering](Ray-Tracing-Recursive-Rendering.md) cannot receive ray-traced shadows. If you enable both effects, HDRP renders rasterized [shadows](Shadows-in-HDRP.md) on recursively rendered GameObjects. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md index c60d45f0c46..201d007c577 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md @@ -27,6 +27,10 @@ You can also do this for Shader Graph master nodes: 1. In the Project window, double-click on the Shader to open it in Shader Graph. 2. In the **Graph Settings** tab of the **Graph Inspector**, go to **Surface Options** and enable **Recursive Rendering (Preview)**. +It is best practice to use recursive rendering in situations that require multi-bounced reflection and refraction, for example car headlights. Although recursive rendering also produces ray-traced reflections in more simple scenarios, like for a mirror or a puddle, it is best practice to use [ray-traced reflections](Ray-Traced-Reflections.md) here for performance reasons. + +Since recursive rendering uses an independent render pass, HDRP cannot render any other ray-traced effects on recursively rendered GameObjects. For example, it cannot render effects such as ray-traced subsurface scattering or ray-traced shadows. + ## Properties | Property | Description |