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fix meshes being visible false, fix noise banding on planes #39

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DanielBelmes
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  • Found that with these newest changes that meshes with depthWrite false were being set to visible: false as the GBufferpass wasn't returning their visible state after running.
  • Found that some changes to getViewPosition and getViewZ in the Denoiser was causing a large band of noise to take up ground planes.

Feel free to just use this as an indicator of these bugs. I don't know if you've managed to test with these issues. Furthermore The SSG/SSR effect isn't super compatible with other effects as it doesn't adhere to the combined effect pipeline system they have in place. The InputColor is completely ignored. I have done modifications locally as well that uses some of the input Color but it breaks the example. But works in all our scenes.

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@@ -166,7 +166,7 @@ void main() {

float roughnessRadius = mix(mat.roughness * mat.roughness, 1., specularPhi);

float r = flatness * radius * exp(-max(inputs[0].a, inputs[1].a) * 0.01);
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I saw this was added but the inputs[0].a isn't guaranteed defined at this point and I was too lazy to figure out why. So I just removed this change for now.

@0beqz
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0beqz commented Apr 5, 2024

Hey, thanks a lot for the PR. I'll look into the changes later on.
I also noticed issues with the banding on ground plane but couldn't really find the particular cause so this is well appreciated as it affects many scene setups.

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