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In DirectX Raytracing, I see that the results are typically written to a UAV. What if I want the output antialiased (specifically MSAA)?

For draw call outputs, I would create multisampled render targets and resolve them to the buffer of my swap chain.

When creating my output resource, multisampled resources cannot allow unordered access. Do I have to do something like using compute shaders to perform antialiasing manually?

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