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Increased path tracing roughness range. #763

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Jun 9, 2020
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
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Expand Up @@ -794,6 +794,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- DXR: Dispatch binned rays in 1D instead of 2D.
- Lit and LayeredLit tessellation cross lod fade don't used dithering anymore between LOD but fade the tessellation height instead. Allow a smoother transition
- Changed the way planar reflections are filtered in order to be a bit more "physically based".
- Increased path tracing BSDFs roughness range from [0.001, 0.999] to [0.00001, 0.99999].

## [7.1.1] - 2019-09-05

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Expand Up @@ -4,8 +4,8 @@
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface.hlsl"

#define DELTA_PDF 1000000.0
#define MIN_GGX_ROUGHNESS 0.001
#define MAX_GGX_ROUGHNESS 0.999
#define MIN_GGX_ROUGHNESS 0.00001
#define MAX_GGX_ROUGHNESS 0.99999

// Adapted from: "Sampling the GGX Distribution of Visible Normals", by E. Heitz
// http://jcgt.org/published/0007/04/01/paper.pdf
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Expand Up @@ -108,7 +108,7 @@ void RayGen()
pathIntersection.value = 1.0;
pathIntersection.remainingDepth = _RaytracingMaxRecursion;
pathIntersection.pixelCoord = currentPixelCoord;
pathIntersection.maxRoughness = 0.001;
pathIntersection.maxRoughness = 0.0;

// In order to achieve filtering for the textures, we need to compute the spread angle of the pixel
pathIntersection.cone.spreadAngle = _RaytracingPixelSpreadAngle;
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