1 Year Ago
Squash commit of SSR and Denoiser work Reimplement Min/Max downsample for new shader Do alpha denoising for DNSR reprojection pass Alpha denoising on the other passes Finish temporal alpha denoising Track reflection gbuffer history so that denoiser knows when to use mirror reflections Fix NaN rays on high quality reflections tracing Test for SSR on water Add contact hardening for DNSR reflections https://i.imgur.com/PHaZgQv.png Test for saving downsampled depth history, might not be necessary, redo convoluted multiple-layers downsample with a simple call to our downsample function call Iterate SSR, fix reprojection Enhance contact hardening for radiance history, drift encoded normals a bit so that normals facing down don't get encoded incorrectly, improve temporal stability factor Some adjustments for contact hardening and compiled shaders Separate water better and output to reflection gbuffer, reflections don't look great yet but has all boilerplate for water2 Force special case for water cubemap blending for now More aggressive contact hardening Compile optimized shaders Allow increasing sampler per pixel on denoiser, use lower precision gbuffer, fix compositing looking weird Do edge gap hardening on prefilter pass Allow for configurable sample count with r_high_quality_reflections_sample_count