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PT: disabled blue noise in OCCLUSION modes if hitT reconstruction is on (sampling pattern becomes sparse)
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-2
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2 files changed

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Shaders/Include/Shared.hlsli

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@@ -48,7 +48,7 @@
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#define NORMAL 0
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#define SH 1 // NORMAL + SH (SG) resolve
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#define OCCLUSION 2
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#define DIRECTIONAL_OCCLUSION 3 // OCCLUSION + SH (SG) resolve
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#define DIRECTIONAL_OCCLUSION 3 // diffuse OCCLUSION + SH (SG) resolve
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// Denoiser
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#define DENOISER_REBLUR 0

Shaders/TraceOpaque.cs.hlsl

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@@ -51,7 +51,7 @@ float2 GetBlueNoise( uint2 pixelPos, bool isCheckerboard, uint seed = 0 )
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// Don't use blue noise in these cases
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[flatten]
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if( gDenoiserType == DENOISER_REFERENCE || gRR )
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if( gDenoiserType == DENOISER_REFERENCE || gRR || gTracingMode == RESOLUTION_FULL_PROBABILISTIC )
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blue.xy = Rng::Hash::GetFloat2( );
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return saturate( blue.xy );

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