## Highlight
- Reworked ReSTIR GI reuse and denoising to reduce fireflies, specular instability, and temporal artifacts
- Optimized the reuse texture pipeline to lower overhead while keeping clustered spatial reuse effective
## New
- Added water wave frequency and speed settings
- Added a PowerShell `shadesmith` runner for configured local execution
## Improvement
- Improved ReSTIR spatial reuse with quad-group / 8-sample grouping, tighter pass limits, and reuse-texture packing changes
- Improved specular GI stability with better temporal reprojection, pairwise MIS metadata handling, and specular-lobe-biased resampling
- Reduced blur and flicker in denoising, TAA, RTWSM, diffuse AO, water surfaces, and auto exposure behavior at low FPS
- Optimized shadow sampling and removed unnecessary work from specular reprojection and caustics filtering
- Updated shader/options/program generation scripts for the current pass layout and multi-properties workflow
## Fix
- Fixed ReSTIR spatial reuse texture tiling and continue-trace discard issues
- Fixed specular reprojection failure noise and over-blurred smooth reflections in the denoiser
- Fixed the `SETTING_DENOISER_ACCUM` switch and the spatial-filter disabling setting
- Fixed TAA edge-pixel out-of-bounds artifacts
- Fixed screen-space shadow acne on very flat surfaces
- Fixed indirect/program pass generation issues
## Misc
- Merged GI edge classification with volumetrics depth layers
- Moved `ReprojectInfo` out of GI common utilities and cleaned up related reuse / temporal code
- Removed obsolete caustics filter, redundant surface-position specular reprojection, and unused GI helper paths
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }