I am trying to achieve nice looking reflections with the unity RTX capabilities. Under the volume component, I have turned on recursive rendering:
I then set my material's rendering pass to be raytracing. The setting only allows for a ray length of 50 and I appear to get weird artefacts:
Does anyone have an idea what I'm doing wrong? What is that weird line and how do I blend it? How do I get rid of the black when an intersection exceeds the ray's length of 50 units?
Cheers!
For the first issue, I found a fix. It has to do with the light cluster: https://docs.unity3d.com/Packages/[email protected]/manual/Ray-Tracing-Light-Cluster.html