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Last Updated: September 30, 2026
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Summary
Implemented light probe blending. It's still far from perfect, need to keep pushing! PBR: Reflection probes, sRGB and tone mapping. Temporal AA. This one still generates "black holes" due to NaNs propagated from shader, gonna fix this soon. Light probe parallax correction. Bloom problems. Apparently I'll need to implement Temporal AA, bloom doesn't play nice with FXAA, which is my current AA ... Clustered forward shading. Had to bump OpenGL version to 4.3 due to use of compute shaders and SSBOs. Proper Temporal AA, bloom, ambient occlusion and emission maps. Now that's what I've been fighting for :) nVidia Nsight frame dissection. SSAO. Currently I'm doing it at half-res, using bilateral filter with depth information for blur pass. It's pretty good, but it still has some ... Description made with the assistance of AI (English is not my first language) Virtualized geometry renderer running inside Unity ...