Use dithering when performing SSR roughness to improve quality #97516
+32
−2
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This works best when TAA or FSR2 is enabled to jitter the result every frame, letting TAA accumulation do its work.
Testing project: https://github.com/Calinou/godot-ssr-test
Preview
TAA is enabled on all screenshots. Images should be compared by opening them in a new tab, so that they can be viewed at 1:1 size.
Before
After
Low and Medium quality settings now resemble High quality more closely, with less visible blockiness.
TODO