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Added information about rt scene validation (#3611)
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* Added information about rt scene validation

* Added a new flag
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JordanL8 authored Feb 23, 2021
1 parent 1d9bee2 commit 923179a
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Expand Up @@ -33,11 +33,11 @@ This group of menu items is useful when you upgrade your Unity Project from usin

### Other items

| **Item** | **Description** |
| -------------------------------------------- | ------------------------------------------------------------ |
| **Render Selected HDRP Camera to Log EXR** | Exports the current [Camera](HDRP-Camera.md)'s view to a log-encoded EXR file. This is useful when [authoring lookup textures](Authoring-LUTs.md). |
| **Export HDRP Sky to Image** | Exports the current sky as a static HDRI. |
| **Check Scene Content for HDRP Ray Tracing** | Checks every GameObject in the current scene and throws warnings if:A Mesh Filter references a null Mesh.A Mesh Renderer references a null Material.A Submesh within a single Renderer reference both a transparent and opaque Material. |
| **Item** | **Description** |
| ------------------------------------------------------------ | ------------------------------------------------------------ |
| **Render Selected HDRP Camera to Log EXR** | Exports the current [Camera](HDRP-Camera.md)'s view to a log-encoded EXR file. This is useful when [authoring lookup textures](Authoring-LUTs.md). |
| **Export HDRP Sky to Image** | Exports the current sky as a static HDRI. |
| **Check Scene Content for HDRP Ray Tracing** | Checks every GameObject in the current scene and throws warnings if:<br/>&#8226; A Mesh Filter references a null Mesh.<br/>&#8226; A Mesh Renderer references a null Material.<br/>&#8226; A sub-mesh within a single Renderer reference both a transparent and opaque Material.<br/>&#8226; A Mesh has more than 32 sub-meshes.<br/>&#8226; A Mesh contains both double-sided and single-sided sub-meshes.|
| **Enable HDRP Force Forward Emissive on Selected Materials** | Checks every Material in the current selection and Enable the Force Emissive Forward property if it exist. |
| **Enable HDRP Force Forward Emissive on Scene Materials** | Checks every Material in the current scene and Enable the Force Emissive Forward property if it exist. |
| **Disable HDRP Force Forward Emissive on Scene Materials** | Checks every Material and Material in the current scene and Enable the Force Emissive Forward property if it exist. |
| **Enable HDRP Force Forward Emissive on Scene Materials** | Checks every Material in the current scene and Enable the Force Emissive Forward property if it exist. |
| **Disable HDRP Force Forward Emissive on Scene Materials** | Checks every Material and Material in the current scene and Enable the Force Emissive Forward property if it exist. |
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Expand Up @@ -61,7 +61,7 @@ There are two ways to do this:

* [Manual setup](#ManualSetup)

Once you have completed one of these, move onto [Final setup](#FinalSetup).
Once you have completed one of these, move onto [Final setup](#final-setup).

<a name="WizardSetup"></a>

Expand All @@ -74,7 +74,7 @@ You can use the [Render Pipeline Wizard](Render-Pipeline-Wizard.md) to set up ra
3. Click the Fix All button.
4. (Optional) Enable the HDRP asset features that are required for the ray tracing effects.

Your HDRP Project now supports ray tracing. For information on how to set up ray tracing for your Scene, see [final setup](#FinalSetup).
Your HDRP Project now supports ray tracing. For information on how to set up ray tracing for your Scene, see [final setup](#final-setup).

<a name="ManualSetup"></a>

Expand Down Expand Up @@ -148,17 +148,16 @@ To enable the above effects in your HDRP Unity Project:
4. Go to **Lighting > Shadows** and enable **Screen Space Shadows**.
5. Go to **Lighting > Lighting** and enable **Screen Space Global Illumination**.

Your HDRP Project now fully supports ray tracing. For information on how to set up ray tracing for your Scene, see [final setup](#FinalSetup).

<a name="FinalSetup"></a>
Your HDRP Project now fully supports ray tracing. For information on how to set up ray tracing for your Scene, see [final setup](#final-setup).

### Final setup

Now that your HDRP Project supports ray tracing, there are a few steps you must complete in order to actually use it in your Scene.

1. [Frame Settings validation](#FinalSetup-FrameSettings)
1. [Frame Settings validation](#frame-settings)
2. [Build settings validation](#build-settings)
3. [Scene validation](#scene-validation)

<a name="FinalSetup-FrameSettings"></a>

#### Frame Settings

Expand All @@ -176,15 +175,19 @@ To enable ray tracing for a specific Camera:
2. In the **General** section, enable **Custom Frame Settings**. This exposes Frame Settings just for this Camera.
3. in the **Rendering** section, enable **Ray Tracing**.

<a name="FinalSetup-BuildSettings"></a>

#### Build settings

To build your Project to a Unity Player, ray tracing requires that the build uses 64 bits architecture. To set your build to use 64 bits architecture:

1. Open the Build Settings window (menu: **File > Build Settings**).
2. From the **Architecture** drop-down, select **x86_64**.

#### Scene validation

To check whether it is possible to use ray tracing in a Scene, HDRP includes a menu option that validates each GameObject in the Scene. If you do not setup GameObjects correctly, this process throws warnings in the Console window. To use it:
1. Click **Edit > Rendering > Check Scene Content for HDRP Ray Tracing**.
2. In the Console window (menu: **Window > General > Console**), check if there are any warnings.

<a name="RayTracingEffectsOverview"></a>

## Ray tracing effects overview
Expand Down

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