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    Class PathTracing

    Manages the settings for the Path Tracing effect.

    Inheritance
    object
    Object
    ScriptableObject
    VolumeComponent
    PathTracing
    Implements
    IApplyRevertPropertyContextMenuItemProvider
    Inherited Members
    VolumeComponent.active
    VolumeComponent.Override(VolumeComponent, float)
    VolumeComponent.SetAllOverridesTo(bool)
    VolumeComponent.GetHashCode()
    VolumeComponent.AnyPropertiesIsOverridden()
    VolumeComponent.Release()
    VolumeComponent.TryGetRevertMethodForFieldName(SerializedProperty, out Action<SerializedProperty>)
    VolumeComponent.GetSourceTerm()
    VolumeComponent.TryGetApplyMethodForFieldName(SerializedProperty, out Action<SerializedProperty>)
    VolumeComponent.GetSourceName(Component)
    VolumeComponent.displayName
    VolumeComponent.parameters
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetEntityId()
    Object.GetInstanceID()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
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    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
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    Object.FindObjectsByType(Type, FindObjectsSortMode)
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    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
    Syntax
    [Serializable]
    [VolumeComponentMenu("Ray Tracing/Path Tracing")]
    [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
    [DisplayInfo(name = "Path Tracing")]
    public sealed class PathTracing : VolumeComponent, IApplyRevertPropertyContextMenuItemProvider
    Remarks

    Add a Path Tracing Volume Override to a Volume in your scene to enable and configure the path tracing effect.

    Enable path tracing in HDRP to interactively visualize highly accurate, physically-based lighting, reflections and global illumination during the scene design process. It's especially useful for tasks like pre-visualization, look development, or validating lighting setups in projects focused on high-quality visuals, such as architectural visualization, automotive design, or cinematic production. This feature is best suited for powerful hardware setups with GPUs that are compatible with DirectX Raytracing (DXR). Path tracing can be also used with the Unity Recorder to capture high fidelity animations.

    Examples

    The following example shows how to add or modify a Path Tracing Volume Override from a script.

    Fields

    customSeed

    Defines the noise index to be used in the custom SeedMode. This value should be set through a script and is ignored in other modes.

    Declaration
    [HideInInspector]
    public IntParameter customSeed
    Field Value
    Type Description
    IntParameter

    enable

    Enables path tracing (thus disabling most other passes).

    Declaration
    [Tooltip("Enables path tracing (thus disabling most other passes).")]
    public BoolParameter enable
    Field Value
    Type Description
    BoolParameter

    layerMask

    Defines the layers that path tracing should include.

    Declaration
    [Tooltip("Defines the layers that path tracing should include.")]
    public LayerMaskParameter layerMask
    Field Value
    Type Description
    LayerMaskParameter

    maximumDepth

    Defines the maximum number of bounces for each path, in [minimumDepth, 32].

    Declaration
    [Tooltip("Defines the maximum number of bounces for each path, in [minimumDepth, 32].")]
    public ClampedIntParameter maximumDepth
    Field Value
    Type Description
    ClampedIntParameter

    maximumIntensity

    Defines the maximum, post-exposed luminance computed for indirect path segments.

    Declaration
    [Tooltip("Defines the maximum, post-exposed luminance computed for indirect path segments. Lower values help prevent noise and fireflies (very bright pixels), but introduce bias by darkening the overall result. Increase this value if your image looks too dark.")]
    public MinFloatParameter maximumIntensity
    Field Value
    Type Description
    MinFloatParameter

    maximumSamples

    Defines the maximum number of paths cast within each pixel, over time (one per frame).

    Declaration
    [Tooltip("Defines the maximum number of paths cast within each pixel, over time (one per frame).")]
    public ClampedIntParameter maximumSamples
    Field Value
    Type Description
    ClampedIntParameter

    minimumDepth

    Defines the minimum number of bounces for each path, in [1, 32].

    Declaration
    [Tooltip("Defines the minimum number of bounces for each path, in [1, 32].")]
    public ClampedIntParameter minimumDepth
    Field Value
    Type Description
    ClampedIntParameter

    seedMode

    Defines the mode used to calculate the noise index.

    Declaration
    [Tooltip("Defines the mode used to calculate the noise index used per path tracing sample.")]
    public SeedModeParameter seedMode
    Field Value
    Type Description
    SeedModeParameter

    skyImportanceSampling

    Defines if and when sky importance sampling is enabled. It should be turned on for sky models with high contrast and bright spots, and turned off for smooth, uniform skies.

    Declaration
    [Tooltip("Defines if and when sky importance sampling is enabled. It should be turned on for sky models with high contrast and bright spots, and turned off for smooth, uniform skies.")]
    public SkyImportanceSamplingParameter skyImportanceSampling
    Field Value
    Type Description
    SkyImportanceSamplingParameter

    tilingParameters

    Defines the number of tiles (X: width, Y: height) and the indices of the current tile (Z: i in [0, width[, W: j in [0, height[) for interleaved tiled rendering.

    Declaration
    [Tooltip("Defines the number of tiles (X: width, Y: height) and the indices of the current tile (Z: i in [0, width[, W: j in [0, height[) for interleaved tiled rendering.")]
    public Vector4Parameter tilingParameters
    Field Value
    Type Description
    Vector4Parameter

    Implements

    UnityEditor.IApplyRevertPropertyContextMenuItemProvider
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