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Independent per-pass model controls preview

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Reorganizes Neural Rendering into collapsible Pass 1, Pass 2 and Pass 3 sections, each with Style, Intensity, Local structure, Local tone, Skin structure and Auto skin mask.

Later-pass strengths are now used at both model creation and evaluation, and participate in feature rebuild detection. Previously these passes reused pass 1's strengths and hardcoded local tone to zero. Editing inactive passes does not rebuild active features. Sliders commit on release and use separate ImGui IDs for each pass.

Existing settings are preserved: unset later-pass strengths inherit pass 1 except Local tone, which defaults to zero. Reset on a later-pass control clears its override. Matching Pass2/Pass3 INI keys are documented in INSTALL-DLSSNR.md. The new controls also apply to NR after native RR; native Vulkan and the driver-proxy backend remain single-pass.

Preset hints are retained in a collapsed Advanced preset hints (effect unverified) section. Source inspection confirms the hint is passed to NVIDIA at feature creation, but does not establish that the runtime uses it to change the image. Style remains the main profile selector.

Includes the native RR controls from 0.4.0. Build-tested on Release x64; all 22 packaged-file checksums passed; new settings verified present in the compiled DLL; Microsoft Defender found no threats. In-game visual/runtime validation is pending. Existing compiler/linker warnings remain.

ZIP SHA-256: E2B03C820E5F998D715A141B02C026F246178C9A50A2BC94EC81C8D7BCE3983B

NVIDIA's proprietary runtime is not included. Use the GPU-appropriate runtime described in INSTALL-DLSSNR.md.