- Interleaved Gradient Noise replaces world-space hash for ray sampling - Cranley-Patterson rotation (golden ratio × frameIndex) per frame - Temporal accumulation: blend 5% current + 95% reprojected history (~20 frames) - aoHistoryTexture_ persists between frames, copy pre-blur for next frame - prevViewProjection added to VoxelCB for screen-space reprojection - Push constants: frameIndex + historyValid for temporal control - Result: nearly noise-free AO with only 8 rays per pixel |
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|---|---|---|
| .. | ||
| voxelAOApplyCS.hlsl | ||
| voxelAOBlurCS.hlsl | ||
| voxelBLASExtractCS.hlsl | ||
| voxelCommon.hlsli | ||
| voxelCullCS.hlsl | ||
| voxelMeshCS.hlsl | ||
| voxelPS.hlsl | ||
| voxelShadowCS.hlsl | ||
| voxelSmoothCentroidCS.hlsl | ||
| voxelSmoothCS.hlsl | ||
| voxelSmoothPS.hlsl | ||
| voxelSmoothVS.hlsl | ||
| voxelTopingPS.hlsl | ||
| voxelTopingVS.hlsl | ||
| voxelVS.hlsl | ||