Ray-MMD is a free and powerful library extension for MikuMikuDance, providing an easy way to add physically based rendering with a high degree of customization. It is written in HLSL for the DirectX 9 environment and built on top of MikuMikuEffect. - Fixed SSGI radius calculation to use viewport extent instead of height-only scaling for correct aspect ratio handling. - Fixed out-of-bounds sampling artifacts at screen edges via boundary validation. - Added SSGI temporal accumulation adapted from the DD_RAY branch. - Added an SSGI history buffer to reuse previous-frame GI and improve stability. - Added an SSGI camera reprojection buffer for temporal history lookup. - Added a two-pass A-Trous spatial filter for SSGI before temporal accumulation. - Added neighborhood clamping for SSGI temporal history to reduce ghosting and color bleeding. - Updated SSGI composite to use temporally accumulated GI instead of raw blended GI. - Fixed SSAO mode (SSAO_TYPE 0) failing to compile due to missing shared utility functions. - Fixed ShadowMapSamp being disabled together with SSGI due to preprocessor conditions. - Added SSGIMap subset support to control which subsets contribute to or receive SSGI effects. - Added SSAO & HBAO Blend (AO contribution now fades through blending instead of disappearing completely under direct lighting). - Added Screen Space Global Illumination (adapted from Rui's SSGI approach). - Added Specular Antialiasing to material_common_2.0.fxsub. - Updated the fallback value for customData when use_texture is false from black (0) to MaterialDiffuse.rgb to preserve the material's base color. - Fixed incorrect normals on two-sided materials. - Added SSAO & HBAO settings for Ambient Occlusion. - Updated to use DD Material Alpha V2 Experimental (use Ray Default Main/Material for transparent materials). - Updated specular antialiasing to use partial derivatives of interpolated vertex normals to generate a geometric smoothness term that approximates curvature. - Added MatCap support for fisheye and environment maps in Main.fx. - Fixed emissive rendering through transparent materials. - Fixed volumetric cube rotation (now supports full 360° rotation on X, Y, and Z axes). - Fixed rectangle light orientation in subsurface shading. - Fixed tube light shadow holes when width exceeds 0.150.