fix(render): jitter the volumetric march per pixel (IGN); file #421 for the shadow transform buffer (Campaign VM VM5)
Fixed step-count volumetric ray marches (Low/Medium presets, e.g. 40 steps) sample the same t values at every pixel, so a shadow-cascade edge crossing lands at the same march step across a whole neighbourhood of pixels and reads as visible concentric banding around light shafts. Offset each pixel's march phase with interleaved gradient noise (Jimenez 2014, fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))))) instead of the fixed 0.5 sub-step center: t = (step + ign) / steps. This decorrelates the step boundaries across pixels, turning the banding into fine per-pixel noise that the existing quarter/half-res upsample already averages away. Pack-on only — atmospheric_volumetric is never used on the retail default path; extinction, colour, and early-outs are unchanged. Regenerated SPIR-V via tools/compile-shaders.ps1: only atmospheric_volumetric.frag.spv and shaders.manifest.json's source hash for that stage changed. Also files #421 (docs/ISSUES.md) for Campaign AR review finding F7: the directional-shadow pass's DirectionalShadowTransformBufferSet duplicates the main pass's N.5 instance SSBO instead of binding it, to be resolved once the planned GPU-culling step for shadow cascades lands. Updates the VM5 ledger row and outcome note in docs/plans/2026-08-22-visualmaster-campaign.md. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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