RT god rays: use the RT shadow denoiser (adaptive history, anti-lag, SVGF/a-trous spatial, reactive) #657
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sky_line/Slipstream#657
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Ray-traced god rays (
RenderVKGodRays> 0 withRenderVKSunShadows 2, theGODRAYS_RTmarch inclean_godrays.comp) trace one disc-jittered shadow ray per march step. They are only cleaned up by their own simple temporal pass (clean_godrays_temporal.comp,RenderVKGodRaysTemporal: camera reprojection plus a variance-clamped history). The ray-traced shadow mask has a much better denoiser (RenderVKRTShadowDenoise). Bring the god rays up to the same standard.What the RT shadow denoiser has that god rays lack
RenderVKRTShadowHistory, up to 32 frames) instead of a fixed blend.RenderVKRTShadowAntiLag/DynamicHistory). The trace flags texels whose rays hit a moving caster, and only there does the history reset fast. This matters for shafts cut by avatars, vehicles and swaying foliage.RenderVKRTShadowSvgf), not one noisy frame.RenderVKRTShadowAtrousa-trous / SVGF iterations, theRenderVKRTShadowSpatialpenumbra blur), weighted by depth and variance.RenderVKRTShadowReactive).Notes
RenderVKGodRaystiers) at the same or better stability, with no shimmer at shaft edges and no ghosting behind moving casters. Measure the cost withRenderVKGpuTimers(godray sub-marks) before and after.Agent dispatched (Opus).
Shipped in 1.3.0 Beta 3: ray-traced god rays use the RT shadow denoiser (RenderVKGodRaysDenoise; 0 = previous temporal pass).