Changelog
57ADD102UPD27FIX
NEONISTA
5ADD11UPD1FIX
- FIXFixed redundant GI blending by removing the near/far luminance-weighted GI blend pass, no longer needed under the updated pipeline.
- UPDUpdated SSGI blur radius default from 6 to 2 across all quality presets, and increased SSGI direction count for presets 4 and 5.
- UPDUpdated SSGI Gather Illumination from SIMD batch marching to an adaptive directional ray march with non-linear stepping, adapted from the DD RAY branch.
- UPDUpdated AO/GI depth weighting from separate depth-continuity and range-propagation functions to a single geometry-aware SSGI Depth Weight function with distance-adaptive tolerance.
- ADDAdded SSGI Reprojection Validation and Load Previous Data to sample history reuse based on depth/normal rejection, falling back to a localized neighborhood search when direct taps are rejected.
- UPDUpdated SSGI Temporal Neighborhood Clamp to operate on decompressed color with variance-based statistical clamping, replacing the prior bounding clamp.
- ADDAdded SSGI Antilag to attenuate history blending when historical and current luminance diverge.
- UPDUpdated variance estimation from separate spatial/temporal variance functions to a single bilateral spatial variance function incorporating depth, normal, and luminance weighting.
- UPDUpdated the main SSGI Fragment gather pass with an isBounce mode, low-discrepancy sequence jitter replacing screen-space gradient noise, and a new adaptive radius/direction-count formula.
- ADDAdded SSGI Surface Radiance pass to combine direct and indirect lighting weighted by specular occlusion and diffuse response.
- UPDUpdated the A-Trous filter pass to use a joint penalty formulation across luminance, depth, plane, and albedo terms instead of multiplicative edge-stopping weights.
- UPDUpdated the temporal accumulation pass to output color+variance and moments as separate render targets, using the new reprojection validation and antilag functions, with spatial variance fallback during early history frames.
- UPDUpdated the composite pass to add a specular-occlusion multiplier and a non-linear ambient occlusion attenuation term to the final GI output.
- UPDUpdated the SSGI mipmap chain from dual color+depth MRT passes to color-only downsampling, removing the depth-guided weighted downsample in favor of a plain box filter.
- ADDAdded a combined SSGI Color MipMap atlas texture, packing higher mip levels into sub-rects via a combine pass and coordinate helper.
- ADDAdded SSGI Mip Coordinate Transform lookup array for translating a mip level into its atlas rect offset.
- UPDUpdated SSGI Color MipMap sampling to Radiance MipMap sampling, sourcing level 0 from a new Surface Radiance texture instead of the base Color MipMap, and sampling higher levels via texel-snapped atlas lookups instead of direct per-mip samplers.
CARALIFAI
3ADD7UPD1FIX
- UPDUpdated SSDO blur radius from 6 to 8 across all quality presets, and adjusted HBAO sampler count for presets 2, 3, and 5.
- ADDAdded SSDO Quality 7 preset with HBAO direction count 16, HBAO sampler count 16, and SSDO blur radius 8.
- FIXFixed SSDO Quality fallback by removing the fallback branch that defaulted all HBAO/blur constants to 0.
- UPDUpdated AO weighting from three separate functions (depth continuity, range propagation, near-distance boost) to a single simplified SSAO Depth Weight function.
- UPDUpdated directional occlusion ray march to take radius and maxRadius as separate parameters, replacing batch SIMD with a single-sample march using texel-rounded offsets, contact-adjusted initial sample weighting, normalized bias, and distance-derived falloff.
- UPDUpdated Screen Space Directional Occlusion pass jitter from Interleaved Gradient Noise/Pseudo Random to dot-product hash noise.
- UPDUpdated Screen Space Directional Occlusion pass radius formula from log2-depth/FOV to projection-scale-over-depth, and normalized occlusion divisor by direction count.
- ADDAdded a saturation scale pass on the occlusion alpha in Screen Space Directional Occlusion pass before color packing.
- UPDUpdated Screen Space Directional Occlusion pass final intensity scaling from raw intensity to projected solid-angle intensity.
- ADDAdded depth-slope compensation in SSDO Blur pass so bilateral weights react to deviation from local depth slope rather than raw depth delta.
- UPDUpdated Compute Ambient Occlusion to apply GTAO Multi-Bounce unconditionally, removing the toggle branch between GTAO multi-bounce and raw SSAO.
CARALIFAI
2ADD7UPD4FIX
- UPDUpdated SSS amount in Subsurface Scattering Gaussian Blur pass to default to 1.0 when the light model is Hair, falling back to custom material data for all other shading models.
- ADDAdded SSR Calculate Weight function with edge, distance, angle, and depth fade weighting to replace the simpler inline fade calculation.
- UPDUpdated HZB Trace call signature to include surface normal, hit position output, and structured parameters (Normal Bias, Direction Bias, Thickness) instead of the old offset vector.
- FIXFixed firefly suppression from a hard clamp to a dynamic luminance-preserving clamp targeting standard SDR range.
- UPDUpdated SSR Final Combine pass to remove brightness and fresnel lerp blending, using direct fresnel luminance and SSR intensity as the final output multiplier instead.
- FIXFixed HZB Trace ray origin offset to use a view-dependent normal-aligned bias instead of a fixed direction-only offset, reducing self-intersection artifacts on grazing angles.
- UPDUpdated SSR controller bindings to replace fresnel, brightness, offset, and thickness controls with a single SSR Intensity lerp control.
- FIXFixed SSR Final Combine blend mode from inverted source alpha to one for correct additive SSR compositing.
- ADDAdded DenDewa AGX Punchy and DenDewa AGX Golden tonemapping functions with custom slope, power, and saturation weighting.
- UPDUpdated DenDewa AGX to explicitly pass slope, offset, power, and saturation arguments to AGX look.
- FIXFixed AGX EOTF by removing the gamma 2.2 linearization step.
- UPDUpdated HDR tonemap operator indexing in Color Tone Mapping to insert Punchy (2) and Golden (3) before Unreal3 and ACES.
- UPDUpdated Get Emissive Color to mask and blend emissive texture color with its alpha channel.
CARALIFAI
7ADD19UPD
- ADDAdded Compute Curvature helper function to estimate screen-space surface curvature from normal derivatives.
- UPDUpdated Penner Skin subsurface shading signature to accept view vector, incorporating view-dependent backscattering into the skin subsurface response.
- UPDUpdated Pre-Integrated Skin subsurface shading to apply gamma curve correction to the pre-integrated diffuse profile.
- ADDAdded Kajiya-Kay anisotropic specular model for hair strand shading.
- UPDUpdated Anisotropic GGX specular tangent frame generation to use view-space orientation with an orthogonal fallback for degenerate vectors.
- UPDUpdated Anisotropic GGX specular fresnel calculation to evaluate micro-occlusion via specular micro-occlusion evaluation instead of a constant 1.0.
- ADDAdded Hair shading model branching in Subsurface Shading and Surface Energy, blending anisotropic GGX with Kajiya-Kay specular via fresnel.
- UPDUpdated Surface Energy diffuse accumulation to combine Burley BRDF with subsurface scattering across skin, subsurface, and hair shading models.
- ADDAdded Hair shading model (10) to G-Buffer shading model definitions.
- UPDUpdated Specular Occlusion in IBL to use roughness-dependent exponential attenuation.
- UPDUpdated Anisotropy dominant direction computation to include an orthogonal fallback for degenerate tangent vectors.
- ADDAdded Hair shading model handling in Shading Material for hair-specific environment specular LUT evaluation and dominant direction offsets.
- UPDUpdated SSGI mipmap generation passes in deferred lighting technique from single target to dual MRT passes rendering both SSGI Color MipMap and Depth MipMap simultaneously.
- UPDUpdated SSGI MipMap pass shaders to compile color and depth sampler pairs.
- ADDAdded SSGI temporal reprojection and variance estimation functions (spatial variance, temporal variance, view-projection history, and temporal neighborhood clamp).
- UPDUpdated SSGI Range Propagation Weight to adjust the smoothstep falloff curve for distance attenuation.
- UPDUpdated SSGI sample weighting pipeline to remove near-distance boost in favor of direct range propagation weighting.
- UPDUpdated SSGI Gather Illumination to march rays via phase-offset sampling instead of sample-step delta jitter marching.
- UPDUpdated SSGI Gather Illumination to sample color from Fast Color MipMap sampling with calibrated radiance scaling.
- UPDUpdated SSGI Hierarchical Z-Buffer depth sampling to use dedicated MipMap texture samplers for hierarchical depth lookups.
- UPDUpdated cell boundary intersection and ray tracing in SSGI HZB pipeline to use inverse delta ray boundary calculations and linear thickness gating.
- ADDAdded an energy clamp on total color in SSR cone tracing to prevent HDR over-accumulation artifacts.
- UPDUpdated SSR Hierarchical Z-Buffer depth sampling to sample depth mip levels via dedicated SSR MipMap texture lookups instead of direct G-Buffer LOD sampling.
- UPDUpdated SSR HZB mip translation to use coordinate lookup array instead of conditional ternary rect branches.
- UPDUpdated cell boundary intersection in SSR HZB pipeline to take ray coordinates and inverse delta as separate parameters, calculating cell boundary distances via inverse delta.
- UPDUpdated SSR HZB ray tracing to sample pre-computed linear depth spans from the HZB texture, evaluating thickness against linear max depth.
BELLORLIL
1UPD
- UPDUpdated RAY-LAB pipeline architecture to align with DD RAY branch structural design.
BELLORLIL
5ADD15UPD1FIX
- UPDUpdated Poisson disc radius from 20 to 30, increasing the maximum bokeh scatter radius for higher-quality out-of-focus blending.
- UPDUpdated CoC clamping range from (-1, 2) to (-1, 1), symmetrically bounding foreground and background blur contribution.
- UPDUpdated depth sampling in Focal Distance pass from raw linearize depth to eye-space linear depth sampling, abstracting the fetch behind a dedicated sampler.
- UPDUpdated sample point projection to Compute Screen Pos, aligning screen-space coordinate reconstruction with the standard helper.
- UPDUpdated bokeh kernel from a hardcoded hexagonal static array to a dynamically computed Bokeh Kernel texture sampled via Compute Bokeh Kernel pass.
- UPDUpdated Bokeh Blur into separate Far Bokeh and Near Bokeh passes, independently accumulating far and near field bokeh with per-pass radius and weight logic.
- UPDUpdated Far Bokeh Accumulation to include a mip level parameter, enabling coarser bokeh texture lookups at larger CoC radii to reduce noise.
- UPDUpdated Bokeh Prefilter pass source texel size parameter to 2D, simplifying the interface to xy-only dimensions.
- ADDAdded procedural aperture blade kernel computation via polygon SDF, parameterized by blade count, curvature, and rotation angle.
- ADDAdded Compute Bokeh Kernel pixel shader to bake the procedural bokeh kernel into a texture at startup, replacing the compile-time static Poisson point array.
- ADDAdded separate Far Bokeh and Near Bokeh render targets, splitting previously unified bokeh accumulation storage into dedicated far-field and near-field buffers.
- FIXFixed hexagonal blur dependency by removing it entirely, replacing the three-pass hexagonal blur chain (X, Y, diagonal) in favor of the unified Poisson scatter approach.
- UPDUpdated CoC formula from unit-converted power-curve remapping to sensor-percentage-based calculation with focal region as an in-focus dead zone.
- UPDUpdated focal distance depth sampling kernel from inline grid-based 36-sample array to static circular Poisson48 array.
- UPDUpdated hexagonal blur accumulation from CoC-weighted average gather to distance/margin-based far-weight blending per step.
- UPDUpdated final composite from Poisson gather pass to bicubic upsampling blend of separate near and far bokeh layers.
- UPDUpdated hexagonal blur X/Y passes to remove DOF leakage test branch.
- UPDUpdated near blur pipeline from multi-pass architecture to ping-pong architecture.
- UPDUpdated CoC handling to remove Encode/Decode CoC abstraction and temporal focal distance adaptation.
- ADDAdded Bokeh Prefilter anti-flicker pass replacing the 4x downsample pass.
- ADDAdded hexagonal kernel-based near bokeh scatter accumulation pass.
BELLORLIL
2ADD5UPD3FIX
- FIXFixed SSR Gaussian blur mip levels 2-4 sampling with a scalar viewport offset broadcast to both axes instead of the full offset vector, causing blur offset misalignment between X and Y on non-square viewports.
- FIXFixed SSR cone tracing to discard invalid float16 samples (NaN and out-of-range per channel) before they propagate through the blur and blend pipeline, resolving blocky artifacts when using 64-bit HDR render targets.
- FIXFixed SSR reflection samples in SSR Final Combine pass by clamping them to valid float16 range (0-65504) as a defensive guard against float accumulation errors during multi-resolution blend.
- UPDUpdated SSR Map render target format from 32-bit RGBA to single-channel 8-bit, matching the visibility format used by SSAO and SSGI maps.
- UPDUpdated the SSR depth mipmap chain to use its own dedicated textures and samplers separate from the global HZB pipeline.
- UPDUpdated ambient occlusion configuration variables to screen-space parameters (max radius pixel percentage, bias, bilateral sharpness) in SSGI passes.
- ADDAdded a 4-level RGBA color mipmap chain for SSGI with linear filtering and a fast mip-level sampler helper.
- ADDAdded Screen Space Quad helper pass used to blit Shading Map into the base of the SSGI color pyramid.
- UPDUpdated SSGI Gather Illumination to sample from the SSGI MipMap chain with distance-based mip selection instead of directly from Shading Map.
- UPDUpdated shader include organization: SSAO moved to PostProcessSSAO/PostProcessHBAO, SSGI split into Pyramid_SSGI and PostProcessSSGI, SSR split into Pyramid_SSR and PostProcessSSR.
BELLORLIL
7UPD4FIX
- FIXFixed SSR scale calculation to use viewport size directly instead of blur-scaled aspect ratio for correct offset sampling.
- FIXFixed SSR visibility masking chain artifacts by sampling SSR Map in the final combine pass instead of cone tracing.
- UPDUpdated SSR visibility sampling to apply RGB tint and alpha fade after mip blending in the final combine pass.
- UPDUpdated SSR gloss calculation to use raw material smoothness without the smoothness offset.
- UPDUpdated SSR mip blending from branched two-level lerp to continuous four-level weighted blend across all reflection mips.
- FIXFixed SSR reflections using stale depth data by building the Hi-Z depth mip chain before ray tracing instead of after, removing a frame-behind flicker.
- FIXFixed SSR reflections clipping emissive HDR color to LDR range by upgrading SSR Light Map and temp buffers from 32-bit RGBA to 64-bit float16 for correcting hue shift.
- UPDUpdated SSAO handling back to toggling between GTAO multi-bounce and raw SSAO multiply via SSAO type toggle.
- UPDUpdated transparent shading ambient occlusion blend back to conditional toggle instead of always-applied natively.
- UPDUpdated AO intensity control back to separate positive/negative lerp instead of a single ambient occlusion intensity parameter.
- UPDUpdated directional occlusion exponent back from directional occlusion intensity to SSDO scale.
ADOREMINO
3ADD2UPD1FIX
- UPDUpdated SSR hit detection from linear screen-space ray march to hierarchical Z-buffer tracing (HZB Trace), adapted from the RAY MODERN branch.
- ADDAdded a hierarchical Z-buffer mipmap chain generated from the depth buffer to accelerate SSR tracing.
- ADDAdded an HZB combine pass to pack all mip levels into a single texture for sampling.
- ADDAdded an SSR Map offscreen render target and sampler to cache per-object SSR visibility.
- UPDUpdated SSR quality scaling from a fixed sampler count (32/64/128) to an HZB trace loop count (16/32/64) to match the new tracing method.
- FIXFixed a naming typo in the SSR Final Combine pass.
ADOREMINO
4UPD
- UPDUpdated SSAO handling to use HBAO (GTAO multi-bounce) only.
- UPDUpdated transparent shading ambient occlusion blend from conditional to always-applied natively.
- UPDUpdated AO intensity control from separate positive/negative lerp to a single ambient occlusion intensity parameter.
- UPDUpdated directional occlusion exponent from SSDO scale to directional occlusion intensity.
ADOREMINO
3ADD1FIX
- ADDAdded MatCap mask texture and sampler support for controlling MatCap intensity via a separate mask map.
- FIXFixed specular highlight calculation overwriting the original texture coord by introducing a dedicated matcap coordinate variable, preventing the shared coord parameter from being corrupted for downstream use.
- ADDAdded MatCap mask UV coordinate handling with configurable flip modes for the mask sampling pass.
- ADDAdded MatCap mask sampling and multiplication into the final specular color output, allowing selective masking of the MatCap effect across the surface.
ADOREMINO
4ADD2UPD
- UPDUpdated SSDO blur radius to a fixed value across all quality presets for more consistent blur regardless of quality level.
- ADDAdded anti-halo weighting functions to reduce halo and edge artifacts around depth discontinuities in HBAO.
- ADDAdded depth continuity weighting to suppress occlusion contribution from samples with large depth discontinuities.
- ADDAdded range propagation weighting to reduce over-propagation of AO near the sampling radius limit.
- ADDAdded near-distance boost to strengthen occlusion for closer samples and soften it for farther samples within the radius.
- UPDUpdated HBAO occlusion sample calculation to incorporate the new depth, range, and near-distance weighting for reduced light-leak artifacts.
MANAVINAFI
5ADD1UPD2FIX
- FIXFixed SSGI radius calculation to use viewport extent instead of height-only scaling for correct aspect ratio handling.
- FIXFixed out-of-bounds sampling artifacts at screen edges via boundary validation.
- ADDAdded SSGI temporal accumulation adapted from the DD RAY branch.
- ADDAdded an SSGI history buffer to reuse previous-frame GI and improve stability.
- ADDAdded an SSGI camera reprojection buffer for temporal history lookup.
- ADDAdded a two-pass A-Trous spatial filter for SSGI before temporal accumulation.
- ADDAdded neighborhood clamping for SSGI temporal history to reduce ghosting and color bleeding.
- UPDUpdated SSGI composite to use temporally accumulated GI instead of raw blended GI.
MANAVINAFI
1FIX
- FIXFixed SSAO mode failing to compile due to missing shared utility functions.
MANAVINAFI
1FIX
- FIXFixed Shadow Map sampler being disabled together with SSGI due to preprocessor conditions.
OLINAFAY
1ADD
- ADDAdded an SSGI Map offscreen render target and sampler to cache per-material SSGI visibility.
OLINAFAY
2ADD1UPD
- ADDAdded an ambient occlusion blend option to apply ambient occlusion and specular occlusion to transparent/alpha-tested surfaces in transparent shading, matching the occlusion already applied to opaque surfaces.
- UPDUpdated transparent shading to multiply the combined lighting result by SSAO (and GTAO multi-bounce when enabled) and by specular occlusion when ambient occlusion blend is active.
- ADDAdded Screen Space Global Illumination (adapted from Rui's SSGI approach).
RENDARSON
2UPD
- UPDUpdated DenDewa AGX logic and renamed it to DD AGX, adapted from the DD RAY branch.
- UPDUpdated DenDewa Unreal 3 logic and renamed it to DD Unreal, adapted from the DD RAY branch.
ARCAIL
1UPD
- UPDUpdated Gran Turismo and Unreal 3 tonemapping logic.
ARCAIL
1UPD1FIX
- UPDUpdated tonemapping options into Batch 2 - kept Filmic, Gran Turismo, Hejl2015, Lottes, and Uchimura from Batch 1, discarded the rest, and added new options (Linear, DenDewa AGX, DenDewa Unreal 3, ACES, Naughty Dog, Khronos PBR Neutral, Unreal 3).
- FIXFixed legacy tonemapping options (including Ray-MMD default) by excluding them from the list.
CASIMANIKA
1ADD
- ADDAdded Batch 1 tonemapping options (Linear, Reinhard, Hable, Uncharted2, Hejl2015, ACES-sRGB, Naughty Dog, DX11DSK, Reinhard-Basic, Reinhard-Jodie, Unreal, Unreal-Tuned, Uchimura, Lottes, Gran Turismo, Filmic, FilmicALU, CalcLuminance (Experimental), Linear to sRGB (Experimental), sRGB to Linear (Experimental), ToCIE (Experimental), FromCIE (Experimental), Inverse (Experimental)).
RIMEIXIA
1UPD
- UPDUpdated the default material shader to DD Material Alpha V2 Experimental (use Ray Default Main/Material for transparent materials).
KOINAGI
1UPD
- UPDUpdated the fallback value for custom data when texture is not used from black (0) to material diffuse color to preserve the material's base color.
KOINAGI
1ADD1UPD
- ADDAdded a geometric smoothness estimate in Material 2 pass derived from screen-space partial derivatives of the interpolated vertex normal, approximating surface curvature.
- UPDUpdated Material 2 pass to clamp smoothness to the lower of the sampled smoothness and the geometric (curvature-based) smoothness, reducing specular aliasing on curved/alpha-tested geometry.
INSTAGIC
4ADD1UPD
- ADDAdded a specular antialiasing option that reduces normal-map specular aliasing by widening roughness based on screen-space normal variation.
- ADDAdded Normal Filtering to increase roughness (reduce smoothness) based on estimated normal variance, clamped by a threshold.
- ADDAdded Geometric Normal Variance to estimate per-pixel normal variance from screen-space derivatives of the world-space normal.
- ADDAdded Geometric Normal Filtering combining variance estimation and normal filtering into a single smoothness adjustment function.
- UPDUpdated Material pass to apply geometric normal filtering to smoothness when specular antialiasing is enabled, instead of using the raw sampled smoothness.
DEECHI
1ADD4UPD
- ADDAdded MatCap map type support with view-space, reflection-vector, and spherical reflection coordinate modes for matcap sampling.
- UPDUpdated specular highlight calculation to take the view direction as input, enabling reflection-based matcap coordinate calculation instead of view-space normal only.
- UPDUpdated Main pass to compute the view direction from world position and camera position for use in matcap reflection sampling.
- UPDUpdated matcap sampler filtering from linear to anisotropic (64x) for sharper matcap sampling at grazing angles.
- UPDUpdated Main pass to multiply the matcap specular result by albedo instead of outputting it alone.
DEECHI
2ADD3UPD1FIX
- ADDAdded a transform control object to read the fog cube's full rotation/position matrix instead of position only.
- ADDAdded object-space transform math (inverse rotation/translation) in the vertex shader to support rotated volumetric fog cubes, not just axis-aligned ones.
- UPDUpdated Volumetric Cube vertex shader to scale vertices in object space via the inverse transform before reapplying the cube's rotation, enabling oriented fog volumes.
- UPDUpdated Volumetric Cube pixel shader to transform camera position, view direction, and fog position into object space before ray-cube intersection, matching the rotated cube.
- UPDUpdated Volumetric Fog ray start/end points to be computed in object space for consistency with the rotated intersection test.
- FIXFixed Fog Range in Volumetric Cube pixel shader incorrectly using Fog Height for both width and height components instead of Fog Width.
DAIRA
2ADD
- ADDAdded single-sided material toggle with face-side input for two-sided normal flipping.
- ADDAdded face-side multiplication to surface normals in Material and Material 2 passes to flip normals on back-facing geometry.
IYONITTO
2FIX
- FIXFixed Tube Light range to be clamped within range parameter bounds, preventing out-of-range values.
- FIXFixed Tube Light bounding volume scale in Light Source vertex shader by removing the erroneous x100 multiplier on Light Range.
IYONITTO
1ADD1UPD
- ADDAdded a GTAO Multi-Bounce option for IBL diffuse occlusion, providing multi-bounce color-aware AO as an alternative to standard SSDO/SSAO attenuation.
- UPDUpdated IBL diffuse occlusion to blend between GTAO Multi-Bounce and standard SSDO scaling based on SSAO type.
ESTAFI
1ADD1UPD
- ADDAdded Rectangle Attenuation calculation for rectangle light directional falloff.
- UPDUpdated rectangle light subsurface diffuse shading to be multiplied by the new attenuation factor.
REAMO
2ADD3UPD3FIX
- ADDAdded a dedicated emissive intensity field to Material Parameters for direct access to emissive strength.
- UPDUpdated G-Buffer decode to populate emissive intensity unconditionally instead of only for the emissive shading model.
- FIXFixed custom data being overwritten by emissive intensity for the emissive shading model, since it now has its own dedicated field.
- ADDAdded a standalone G-Buffer Alpha decode function to decode alpha directly from the raw gbuffer without going through full gbuffer decode.
- FIXFixed emissive material blending to use emissive intensity instead of the repurposed custom data field, matching the updated gbuffer decode.
- FIXFixed emissive alpha blending to sample per-pixel alpha via G-Buffer Alpha decode instead of relying on MRT8.a.
- UPDUpdated emissive compositing to branch explicitly on the emissive shading model instead of masking emissive color with an any() multiplier.
- UPDUpdated emissive blend weighting to combine decoded emissive with material emissive color based on alpha, instead of a plain lerp against MRT8.a.
RELEASE
1REL
- RELInitial Build