RT shadow denoiser everywhere: projectors (à-trous/SVGF) + inline-traced shadows; no TAA/FSR dependency #666
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sky_line/Slipstream#666
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Owner direction: the RT shadow-mask denoiser (#85) is great and should be used everywhere. It removes the need for TAA/FSR to clean up shadow noise; both have their own problems and will be revisited.
Today
Ray-traced projector shadows go through the mask (
RenderVKRTShadowMask) and get part of the denoiser:They do not get:
RenderVKRTShadowAtrous: "Projector shadows keep the disc blur")RenderVKRTShadowSvgf, sun/moon only)Inline-traced RT shadows (transparent surfaces, particles, the forward ray-query lit pass when the mask is off) get no denoising at all.
Goal
One denoiser path for every RT shadow signal: sun/moon, every RT projector slot, and anything else that traces shadows. That means temporal (adaptive history, clamp, anti-lag, SVGF change detection, reactive), à-trous spatial with variance, and the depth-aware upsample. Reuse the shared helpers
clean_denoise_common.glsl/clean_rt_moving_caster.glslfrom #657.Agent dispatched (Opus).
Shipped in 1.3.0 Beta 3: projector shadows get the full RT shadow denoiser, the mask accumulates without TAA, and particles average their sun visibility.