Hi @SebHillaire,
This isn’t exactly feedback, but I wanted to ask if you have considered looking into Filtering after Shading while working on improving physical rendering.
Upsides:
- It more closely resembles the ground truth representation of glossy surfaces at steep angles and during texture magnification.
- It eliminates artifacts typically occurring during metal masking.
- No more pre-multiplying of alpha for transparent surfaces.
- Implementation into Unreal is relatively straightforward, as Unreal already uses a temporal index for TAA and TSR.
Downsides:
- Some aliasing artifacts can occur with texture magnification (stairstepping).
I love to hear your thoughts on the matter,
Cheers
Laurens