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Merged
merged 8 commits into from
Feb 20, 2022
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Vic-Cooper
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Revised the section "How to enable path tracing on a Material", with approval from docs reviewers.

Revised the section "How to enable path tracing on a Material", with approval from docs reviewers.
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@sebastienlagarde Resolved merge conflict.

as per Sebastien's suggestion.
Vic-Cooper and others added 4 commits February 18, 2022 15:17
- Light refraction in transmissive objects.
- Light absorption in transmissive objects.
- Subsurface scattering.
When you use path tracing, the **Double-Sided** property (menu: **Inspector** > **Surface Options** > **Double-Sided**) allows transparent materials to accumulate correctly. If the you disable **Double-sided** property, rays can't exit the GameObject.
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"If the you disable Double-sided property, rays can't exit the GameObject."
to be replaced by
"If you disable the Double-sided property, rays which exit the GameObject will not be properly considered as such."

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@eturquin eturquin Feb 18, 2022

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Or something like that; basically the rays will still exit, but not in the expected way, and the resulting computation will not produce the correct result.

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I replace by " rays which exit the GameObject will not behave correctly.". I will merge the PR for the cutoff, but feel free to make a new PR with a correction for this particular sentence if it isn't satisfying

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Baring a minor change on rays exiting objects, it's all good!

@sebastienlagarde sebastienlagarde merged commit 82a38dd into master Feb 20, 2022
@sebastienlagarde sebastienlagarde deleted the HDRP/docs/path-tracing-materials branch February 20, 2022 18:36
sebastienlagarde pushed a commit that referenced this pull request Feb 21, 2022
sebastienlagarde added a commit that referenced this pull request Feb 22, 2022
* Improve Path tracing docs #6494

* [HDRP] Improves robustness of detail normal mapping when scale = 0 (and not using surface gradients) #6980

* Add pragma renderer only for planar reflection preview shader (#7058)

* Add pragma renderer only for planar reflection preview shader

* various missing part

* Fix wrong class name in the CustomPassUtils doc (#7063)

* Fix null check reference in CollectLightsForRayTracing (Fix 1398381) #7065

* Fixed camera motion vector pass reading last frame depth texture #7111

* Update Custom-Pass-Injection-Points.md (#7116)

* Update Custom-Pass-Injection-Points.md (#7116)

* Fix lunix compil issues (#7143)

* note bolding (#7161)

* note bolding

* Apply formatting changes

* Update blit-overview.md

* Update blit-overview.md

* Update blit-overview.md

* Update blit-overview.md

* Update blit-overview.md

* Update blit-overview.md

Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* updated screenshots (#7164)

* updated screenshots

* Apply formatting changes

Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>

Co-authored-by: Vic Cooper <63712500+Vic-Cooper@users.noreply.github.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: emilybrown1 <88374601+emilybrown1@users.noreply.github.com>
Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>
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3 participants