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Reduce aliasing and Moiré patterns in temporal shadow filtering #22400
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Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
Use interleaved gradient noise based on screen UV not light local UV
JMS55
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LGTM! Might need a migration guide though? I'm not sure about our policy for shader stuff like this, where the general advice is "copy and re-apply your changes each time you update bevy".
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Historically we haven't really included shader guts in the migration guides. |
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Generally I agree, e.g. it makes no sense to have migrations for random SSR functions or whatever, but specifically for our material/lighting code, a lot of people copy paste or import that. |
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This PR broke examples |
Objective
Solution
NOTE: It only affects
ShadowFilteringMethod::Temporalor non-temporal PCSSTesting
Tested with
pcssandshadow_biasesexamples. The latter was more useful - see showcase section.NOTE: It only affects
ShadowFilteringMethod::Temporalor non-temporal PCSSHowever, this touches more code paths and all combinations need testing:
Showcase
main:PR:It also makes the full temporal mode where the noise patterns change each frame look much better, especially with TAA enabled. That is however a bit difficult to illustrate due to the animation aspect.