include refracted albedo and normals from refracted object so that denoising can work
include refracted albedo and normals from refracted objects in the denoising passes so that compositor's denoising node can work on transmission passes. (currently textures and shading are lost due to insufficient data for the node).
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Maybe I'm misunderstanding what exactly you're looking for, but the 'Denoising Normal' and 'Denoising Albedo' passes that are included in the 'Denoising Data' passes do include the refraction. See this video by CGCookie .