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Jitter shadow map dithering pattern across frames when TAA is enabled
This improves shadow quality by reducing the visibility of the noisy pattern caused by dithering. This jittering also applies when FSR2 is enabled, as it provides its own form of temporal antialiasing. Co-authored-by: Clay John <claynjohn@gmail.com>
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@@ -1131,6 +1131,7 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
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scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
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scene_data.camera_visible_layers = p_camera_data->visible_layers;
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scene_data.taa_jitter = p_camera_data->taa_jitter;
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scene_data.taa_frame_count = p_camera_data->taa_frame_count;
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scene_data.main_cam_transform = p_camera_data->main_transform;
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scene_data.flip_y = !p_reflection_probe.is_valid();
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