HQAA: making mashed potatoes out of SMAA and FXAA

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2 weeks 6 days ago #1 by lordbean
# HQAA

I don't feel that this is ready to be called a v1.0 shader yet as it's still potentially subject to significant change, but it compiles and runs without warnings or errors as it stands, and seems to provide at least a modest improvement over either single method. Feedback very welcome.
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2 weeks 5 days ago #2 by lordbean
Version 0.2 just pushed. Improved the flow of order of operations in the shader and the configuration used for the FXAA component to eliminate a problem with false positive aliasing artifacts.

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2 weeks 5 days ago #3 by lordbean
Version 0.3 pushed. Now includes a baked-in (weak) CAS sharpening pass which, like FXAA and SMAA, is computed from the shader settings UI to counteract blurring caused. Additional post-process sharpening will still be desirable in most cases as this final pass is only calibrated to counteract blurring from the anti-aliasing blending.

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2 weeks 4 days ago #4 by lordbean
Here's a quick tri-comparison shot of HQAA 0.3 in Satisfactory Experimental (update 5) under DX12 engine power with internal anti-aliasing in the Unreal engine explicitly disabled.

HQAA OFF
HQAA Subpixel Effects = 0.0
HQAA Subpixel Effects = 1.0
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