Bit of a problem, the diffuse colour pass currently contains additional data besides the texture data from each material’s base colour input. This means that if a principled shader has metallic, sheen, or transmission enabled, then all texture data from the base colour is lost from the diffuse colour pass.
This is really problematic when using the new dneoiser node, because it requires the unlit texture/colour information in order to denoise properly.
What would be a good solution to this? Maybe change the denoising albedo pass to contain only unlit base colour information? Or maybe make a new albedo pass specifically for the intel open image denoiser?