A few minor improvements:
- TAA filtering speed improved, overall perf up ~20%
- TAA color clamp modified slightly, giving better stability with less ghosting. Basically exploiting perceptual weights of YCoCg space
- SSR combine stage improved, making colors more vivid and closer to being physically accurate
- Fixed a few minor shading bugs
- Integrated infinite far plane
- Improved hashed alpha performance by ~20-40% depending on the hardware, skewing more towards bigger gains on the lower end
- Separated background velocity calculations for TAA, which makes it rock-solid now, previously it would smear ever-so-slightly under motion.
- Integrated STBN into the engine
I realized that I’ve been putting out demos of various things that weren’t very representative of what people are actually doing, so I hope this will be more useful.
The cool thing here is that there is 0 configuration. All the demo does is load the GLTF for Sponza and places the camera, that’s it. Everything else is automatic, from shadows to post-process.
One more thing, I tried a whole bunch of techniques while going through some SIGGRAPH papers from the past, and decided to try EON (Energy-compensated Oren-Nayar) diffuse brdf, here are the results:
And here’s the Burley
Burley is darker, especially at glancing angles, check out the green curtain in the bottom left of the screen.
I like EON, but without introducing more parameters like fuzz (sheen) or subsurface term - I feel Burley is better, so I’m keeping it for now.


