Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did
I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler
VrMonitor goes long unused since we removed SceneMonitor & VR Multiview
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao
AO on lighting pass
GTAO stub, remove sdf.hlsl (until we meet again 🫡 )
Iterate gtao
Iterate GTAO
Iterate GTAO
Calculate gtao depth and normals properly, use inverted depth for gtao
Iterate GTAO, use built in uint encoding for passes, all 3 passes work, workaround for dxc compiler bug with dot product with half floats
Remove old SDF functions entirely (byebye)
Iterate GTAO, works almost perfectly ingame, add noise function to it
Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer
Update texture formats and remove unused code
Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation
Proper TAA, option for spartial or temporal blur
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer
https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
Add multibounce ambient occlusion (but keep it disabled for now)
https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png
Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness
Add generic TAA filter to Motion.hlsl
Sensible defaults and final tweaks
Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion
Fix AO compositing for custom shaders
https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png
Add compiled shaders for AO including for Material shaders