Realtime Dynamic GI + Reflections + AO + Emissive - AHR

Found out what the problem was with the blueprint scene. It had objects that were transparent on some part, and when rendering the shadows I’m not taking into account transparency. The fix is not hard to do, but as I was just rendering depth, i now need to add a pixel shader to check for transparency and discard transparent pixels. Also the godrays where being voxelized, that caused issues. The opacity switch on the voxel stage was easy to do, and culled away the godrays from the voxel volume, that only caused problems, so now need to do the same for the shadows.