Fix dark outline around Screen Space Reflections alpha blending area
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Content/Shaders/SSR.flax
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@@ -106,17 +106,20 @@ float4 PS_RayTracePass(Quad_VS2PS input) : SV_Target0
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// SRV 7-8 Global SDF
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// SRV 9-13 Global Surface Atlas
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// Base layer color with reflections from probes but empty alpha so SSR blur will have valid bacground values to smooth with
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float4 base = float4(Texture0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0).rgb, 0);
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// Sample GBuffer
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GBufferData gBufferData = GetGBufferData();
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GBufferSample gBuffer = SampleGBuffer(gBufferData, input.TexCoord);
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// Reject invalid pixels
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if (gBuffer.ShadingModel == SHADING_MODEL_UNLIT || gBuffer.Roughness > RoughnessFade || gBuffer.ViewPos.z > FadeOutDistance)
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return 0;
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return base;
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// Trace depth buffer to find intersection
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float3 screenHit = TraceScreenSpaceReflection(input.TexCoord, gBuffer, Depth, gBufferData.ViewPos, ViewMatrix, ViewProjectionMatrix, RayTraceStep, MaxTraceSamples, TemporalEffect, TemporalTime, WorldAntiSelfOcclusionBias, BRDFBias, FadeOutDistance, RoughnessFade, EdgeFadeFactor);
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float4 result = 0;
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float4 result = base;
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if (screenHit.z > 0)
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{
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float3 viewVector = normalize(gBufferData.ViewPos - gBuffer.WorldPos);
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