Fix GlobalSDF tracing artifacts in reflections by using occlusion bias relative to each cascade voxel size
#2743
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@@ -21,9 +21,8 @@ bool TraceSDFSoftwareReflections(GBufferSample gBuffer, float3 reflectWS, out fl
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{
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GlobalSDFTrace sdfTrace;
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float maxDistance = GLOBAL_SDF_WORLD_SIZE;
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float selfOcclusionBias = GlobalSDF.CascadeVoxelSize[0];
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sdfTrace.Init(gBuffer.WorldPos + gBuffer.Normal * selfOcclusionBias, reflectWS, 0.0f, maxDistance);
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GlobalSDFHit sdfHit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, sdfTrace);
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sdfTrace.Init(gBuffer.WorldPos, reflectWS, 0.0f, maxDistance);
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GlobalSDFHit sdfHit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, sdfTrace, 2.0f);
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if (sdfHit.IsHit())
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{
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float3 hitPosition = sdfHit.GetHitPosition(sdfTrace);
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BIN
Content/Shaders/SSR.flax
(Stored with Git LFS)
BIN
Content/Shaders/SSR.flax
(Stored with Git LFS)
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@@ -140,9 +140,8 @@ float4 PS_RayTracePass(Quad_VS2PS input) : SV_Target0
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GlobalSDFTrace sdfTrace;
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float maxDistance = GLOBAL_SDF_WORLD_SIZE;
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float selfOcclusionBias = GlobalSDF.CascadeVoxelSize[0];
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sdfTrace.Init(gBuffer.WorldPos + gBuffer.Normal * selfOcclusionBias, reflectWS, 0.0f, maxDistance);
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GlobalSDFHit sdfHit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, sdfTrace);
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sdfTrace.Init(gBuffer.WorldPos, reflectWS, 0.0f, maxDistance);
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GlobalSDFHit sdfHit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, sdfTrace, 2.0f);
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if (sdfHit.IsHit())
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{
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float3 hitPosition = sdfHit.GetHitPosition(sdfTrace);
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