private float EvaluateIndirectDiffuseHistoryValidity(HDCamera hdCamera, bool fullResolution, bool rayTraced)
        {
            // Evaluate the history validity
            float effectHistoryValidity = hdCamera.EffectHistoryValidity(HDCamera.HistoryEffectSlot.GlobalIllumination0, fullResolution, rayTraced) &&
                                          hdCamera.EffectHistoryValidity(HDCamera.HistoryEffectSlot.GlobalIllumination1, fullResolution, rayTraced) ? 1.0f : 0.0f;

            return(EvaluateHistoryValidity(hdCamera) * effectHistoryValidity);
        }
Example #2
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        private float EvaluateRayTracedReflectionHistoryValidity(HDCamera hdCamera, bool fullResolution, bool rayTraced)
        {
            // Evaluate the history validity
            float effectHistoryValidity = hdCamera.EffectHistoryValidity(HDCamera.HistoryEffectSlot.RayTracedReflections, fullResolution, rayTraced) ? 1.0f : 0.0f;

            return(EvaluateHistoryValidity(hdCamera) * effectHistoryValidity);
        }
        private bool EvaluateVolumetricCloudsHistoryValidity(HDCamera hdCamera, bool localClouds)
        {
            // Evaluate the history validity
            int flagMask = CombineVolumetricCLoudsHistoryStateToMask(localClouds);

            return(hdCamera.EffectHistoryValidity(HDCamera.HistoryEffectSlot.VolumetricClouds, flagMask));
        }
        private float EvaluateRayTracedReflectionHistoryValidity(HDCamera hdCamera, bool fullResolution, bool rayTraced)
        {
            // Evaluate the history validity
            int   flagMask = CombineRayTracedReflectionsHistoryStateToMask(fullResolution, rayTraced);
            float effectHistoryValidity = hdCamera.EffectHistoryValidity(HDCamera.HistoryEffectSlot.RayTracedReflections, flagMask) ? 1.0f : 0.0f;

            return(EvaluateHistoryValidity(hdCamera) * effectHistoryValidity);
        }
        private float EvaluateIndirectDiffuseHistoryValidityCombined(HDCamera hdCamera, bool fullResolution, bool rayTraced)
        {
            int flagMask = CombineIndirectDiffuseHistoryStateToMask(fullResolution, rayTraced);
            // Evaluate the history validity
            float effectHistoryValidity = hdCamera.EffectHistoryValidity(HDCamera.HistoryEffectSlot.GlobalIllumination0, flagMask) && hdCamera.EffectHistoryValidity(HDCamera.HistoryEffectSlot.GlobalIllumination1, flagMask) ? 1.0f : 0.0f;

            return(EvaluateHistoryValidity(hdCamera) * effectHistoryValidity);
        }