Fix DDGI flickering on floors aligned to world axes
Apply a small bias to sample location and dither it a bit to smooth out.
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@@ -376,7 +376,6 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
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blendOrigins[cascadeIndex] = viewOrigin;
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const float viewOriginSnapping = cascadeProbesSpacing;
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viewOrigin = Float3::Floor(viewOrigin / viewOriginSnapping) * viewOriginSnapping;
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viewOrigin -= UNITS_TO_METERS(0.5f); // Bias to avoid precision issues (eg. if floor mesh is exactly at Y=0)
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viewOrigins[cascadeIndex] = viewOrigin;
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}
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