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Changed the warning message for ray traced area shadows (case 1303410). #3029

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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -59,6 +59,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Changed the convergence time of ssgi to 16 frames and the preset value
- Improved robustness of volumetric sampling in path tracing (case 1295187).
- Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality.
- Changed the warning message for ray traced area shadows (case 1303410).

## [10.3.0] - 2020-12-01

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Expand Up @@ -115,12 +115,13 @@ Ray-traced shadows offer the possibility of semi-transparent shadows for Point L
Ray-traced shadows offer an alternative to the [exponential variance shadow map](Glossary.md#ExponentialVarianceShadowMap) that Rectangle Lights use for opaque GameObjects.

![](Images/RayTracedShadows7.png)

**Rectangle Light shadow map**

![](Images/RayTracedShadows8.png)
**Ray-traced Rectangle Light shadows**

**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.

### Properties

| Property | Description |
Expand All @@ -129,5 +130,6 @@ Ray-traced shadows offer an alternative to the [exponential variance shadow map]
| **Denoise** | Enables the spatio-temporal filter that HDRP uses to remove noise from the ray-traced shadows. |
| - **Denoiser Radius** | Controls the radius of the spatio-temporal filter. |

### Notes

## 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.
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Expand Up @@ -1108,7 +1108,7 @@ static void DrawShadowMapContent(SerializedHDLight serialized, Editor owner)
{
if (hdrp != null && lightType == HDLightType.Area && serialized.areaLightShape == AreaLightShape.Rectangle
&& (hdrp.currentPlatformRenderPipelineSettings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly))
EditorGUILayout.HelpBox("Ray traced area light shadows are only available in deferred mode.", MessageType.Warning);
EditorGUILayout.HelpBox("Ray traced area light shadows are approximated for the Lit shader when not in deferred mode.", MessageType.Warning);

EditorGUI.indentLevel++;

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