I am developing a custom engine build with a pipeline that consists mainly of a modified RayTracingPrimaryRays pass (no base pass/GBuffers, post processing). In other words, a purely ray traced render pass. So, my output looks very much like the output of the primary rays pass. However, the output of this pass is very noisy. Due to the nature of my implementation, I cannot employ any AA or screen space operations after the primary rays pass. Everything must be rendered as part of the primary rays pass. Is there any way to enable or shoehorn in denoising to this pass?