Hi.
When using REBLUR there is severe ghosting on our player-weapons ('attached' to the camera). We are using the gCameraAttachedReflectionMaterialID (which helps with the noise, but ghosting still remains).
Changing pixelUv to be smbPixelUv (in the temporal stabilization shader) here (at line 240):
float2 vmbPixelUv = Geometry::GetScreenUv( gWorldToClipPrev, Xvirtual );
vmbPixelUv = materialID == gCameraAttachedReflectionMaterialID ? pixelUv : vmbPixelUv;
Similarly to what's in the temporal accumulation shader, seems to fix the issue.
Is the pixelUv usage here intended, or is it a bug?
Hi.
When using REBLUR there is severe ghosting on our player-weapons ('attached' to the camera). We are using the
gCameraAttachedReflectionMaterialID(which helps with the noise, but ghosting still remains).Changing
pixelUvto besmbPixelUv(in the temporal stabilization shader) here (at line 240):Similarly to what's in the temporal accumulation shader, seems to fix the issue.
Is the
pixelUvusage here intended, or is it a bug?