internal TextureHandle EvaluateHistoryValidationBuffer(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthBuffer, TextureHandle normalBuffer, TextureHandle motionVectorsBuffer) { // Grab the temporal filter HDTemporalFilter temporalFilter = GetTemporalFilter(); // If the temporal filter is valid use it, otherwise return a white texture if (temporalFilter != null) { float historyValidity = EvaluateHistoryValidity(hdCamera); HistoryValidityParameters parameters = temporalFilter.PrepareHistoryValidityParameters(hdCamera, historyValidity); return(temporalFilter.HistoryValidity(renderGraph, hdCamera, parameters, depthBuffer, normalBuffer, motionVectorsBuffer)); } else { return(renderGraph.defaultResources.whiteTexture); } }