RTX Recursive Rendering

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I am trying to achieve nice looking reflections with the unity RTX capabilities. Under the volume component, I have turned on recursive rendering:

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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:

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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!

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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