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xrRender: ReSTIR GI/DI/PT, DLSS, HDR, then volumetric fog and sunshafts - #2135

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OpenXRay:yohji/feat/framegraphfrom
FoxConED:foxconed/feat/volfog-sunshafts-hdr
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xrRender: ReSTIR GI/DI/PT, DLSS, HDR, then volumetric fog and sunshafts#2135
FoxConED wants to merge 6 commits into
OpenXRay:yohji/feat/framegraphfrom
FoxConED:foxconed/feat/volfog-sunshafts-hdr

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@FoxConED

@FoxConED FoxConED commented Aug 19, 2026

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Summary

  • ReSTIR GI, DI, and PT stack on the r5 framegraph (initial, temporal, spatial, composite, wet/water, DDGI).
  • Optional DLSS / NRD backends (XRAY_USE_DLSS, XRAY_USE_NRD, default OFF).
  • HDR grade debug UI (r_hdr_debug) with luminance histogram; default off.
  • Indoor-aware volumetric fog: outdoor sky inscatt, indoor extinction only in the sun beam, depth-aware apply. Independent of weather sunshaft intensity.
  • Restored volumetric sunshafts with grass/foliage occlusion (original CoP-style march).

Test plan

  • ReSTIR GI / DI / PT: indoor and outdoor lighting, no night blowout or white-floor artifacts
  • DLSS/NRD: configure with flags off (default) without SDKs; optional ON if SDKs are present
  • r_hdr_debug 1 shows grade sliders + histogram; r_hdr_debug 0 is default
  • Outdoor: haze + sun shafts through glass; no blue dye on grass/metal
  • Indoor (Skadovsk): rooms stay clear; shafts only in sun beams
  • Grass/foliage occlude shafts

@FoxConED
FoxConED requested a review from Masterkatze as a code owner August 19, 2026 18:14
@github-actions github-actions Bot added Renderer External (3rd party) This issue is related to external component used by our project. Game assets A feature or an issue that involves gamedata change labels Aug 19, 2026
@FoxConED FoxConED changed the title xrRender: volumetric fog, sunshafts, and HDR grade debug xrRender: ReSTIR GI/DI/PT, DLSS, HDR, then volumetric fog and sunshafts Aug 19, 2026
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