I’ve discovered an issue when trying to use Pixel Offset Depth on a parallax occlusion material when using ray-traced lights. The light casts shadowing on the default object (in this case a flat plane) and doesn’t take into account the occlusion/pixel offset depth. UNLESS however I intersect the light inside of the plane, in which case it casts shadowing ‘inside of’ the plane but then becomes blocked where the original plane is.
After going through nearly all of the ray tracing console commands I finally figured out its the normal bias that is influencing the shadows. I changed this to r.RayTracing.NormalBias 32 and the shadowing was more accurate (not perfect but much better).
I’m not sure how much of an impact changed the default value of .1 to something like 32 has.
Edit: This is not a solution. While it may render the shadows/lighting correctly on this texture, its a global setting, so it ruined the shadows in most other areas.
Not a solution either, just a comment. We should have a checkbox “evaluate pixel depth” on the mesh to fix this issue (like we currently have evaluate WPO).