Squashed commit of SSR branch
Finish denoising
Don't use single pass downsampling for depth downsample without having memory barriers, optimize it to accept writing to a single channel rather than 4
Add downsample material for c++ side of downsampler
Some final tweaks and compile optimized shaders
Copy back last denoised frame so that we don't collide with memory in CS
Fix pixel fraction sampling on Catmull-Rom sampling
Cleanup, add Complex shader with SSR support
Fix noising with catmull-rom function
Cleanup, move ReprojectFromLastFrame to common code
Do half pixel offset on intersection reprojection
Actually add ReprojectFromLastFrameSs to common.fxc
Update game/addons/base/shaders/reflection_denoise_cs.shader
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Cleanup
Rebase tweaks
Add SoftShadowPenumbra to pixel.raytrace.sdf, correct SSR tracing cone, add gaussian post processing step
Use GGX importance sampling for intersection
Some adjustments on denoising with GGX sampling, compile shaders
Fix SDF reflections having wrong roughness
Do contact hardening on SSR reflections, better reconstruction
https://i.imgur.com/lY5VTE5.png
Remove shitty artifacts while in motion, do denoising reconsruction much better
Remove neighbors that aren't reflected in our buffer, compile optimized shaders
Start implementing AMD DNSR
Simplify how we pass reflection layers, setup extra rendertargets for new denoiser
Setup and all 3 denoise passes in a single shader
Fix UAV assignment and reprojection delta
Iterate on AMD DNSR implementation