lightmap_blur.computeShader
Edge-aware à-trous denoise pass over the indirect half of a lightmap bake. Dispatched by the `lightmap` module between the bake and the read-back: four 3x3 passes with doubling tap stride ping-pong the indirect texels through a scratch buffer, smoothing Monte-Carlo variance over…
lightmap_blur
Edge-aware à-trous denoise pass over the indirect half of a lightmap
bake. Dispatched by the lightmap module between the bake and the
read-back: four 3x3 passes with doubling tap stride ping-pong the
indirect texels through a scratch buffer, smoothing Monte-Carlo
variance over a wide world-space radius. Per-tap weights from the
bake's position and normal buffers keep the smoothing on the local
surface — taps across a UV chart seam or on different geometry weigh
~zero. The direct half never passes through this kernel, so baked
shadow edges keep their full sharpness.
Scoped to this part · feeds back into the world's score.