Comments (1)
Good morning!
You are correct, it does not work in raytraced reflections currently. We are thinking about ways to make that happen, but challenges to overcome include: letting plugins inject shader code into the core lighting shaders of the engine, and making it so those shaders can access any of N different textures which are of different sizes (any reflected pixel may need to read from any probe volume). Bindless would help with the second but isn't available, so need to find another way.
Once RTXGI works in raytraced reflections, there are other effects in unreal that don't work in raytraced reflections - like RTAO if I remember right - so reaching parity will have more work beyond RTXGI unfortunately. But yes, we are trying to find the best way to support it!
from rtxgi-ddgi.
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from rtxgi-ddgi.