c_v1977:
StateFrameIndexMod8
May also be needed in HairStrandsEnvironmentAO.usf:
float TraceAO(float3 WorldPosition, float3 WorldNormal, float2 SvPosition, float PixelRadius)
{
//const float3 VoxelOffset = VirtualVoxel.VoxelWorldSize * GetHairVoxelJitter(SvPosition, View.StateFrameIndexMod8);
const float3 VoxelOffset = VirtualVoxel.VoxelWorldSize * GetHairVoxelJitter(SvPosition, 0);
//const float4 Random4 = ComputeRandom4(SvPosition, SampleIt, SampleCount, View.StateFrameIndexMod8);
const float4 Random4 = 0;
for (uint SampleIt = 0; SampleIt < SampleCount; ++SampleIt)
{
//const float4 Random4 = ComputeRandom4(SvPosition, SampleIt, SampleCount, View.StateFrameIndexMod8);
const float4 Random4 = ComputeRandom4(SvPosition, SampleIt, SampleCount, 0);
HairStrandsMaterialGBufferPS.usf
//const float Dither = InterleavedGradientNoise(PixelCoord.xy, View.StateFrameIndexMod8);
const float Dither = InterleavedGradientNoise(PixelCoord.xy, 0);
HairScatter.usf
//const float3 SampleRandom = GetHairVoxelJitter(PixelCoord, View.StateFrameIndexMod8);
const float3 SampleRandom = GetHairVoxelJitter(PixelCoord,1);
HairStrandsDeepTransmittanceMask.usf
//const float3 SampleRandom = GetHairVoxelJitter(PixelCoord, View.StateFrameIndexMod8);
const float3 SampleRandom = GetHairVoxelJitter(PixelCoord, 0);
//Settings.Random = GetHairVoxelJitter(PixelCoord.xy, View.StateFrameIndexMod8);
Settings.Random = GetHairVoxelJitter(PixelCoord.xy,0);
HairStrandsEnvironmentLighting.usf
//const float3 VoxelOffset = GetHairVoxelJitter(SvPosition, View.StateFrameIndexMod8 + PrimitiveIdMod8);
const float3 VoxelOffset = GetHairVoxelJitter(SvPosition, 0 + PrimitiveIdMod8);
//const float4 Random4 = ComputeRandom4(PixelPosition, SampleIt, SampleCount, View.StateFrameIndexMod8);
const float4 Random4 = 0;
//const float4 Random4 = ComputeRandom4(PixelPosition, SampleIt, SampleCount, View.StateFrameIndexMod8);
const float4 Random4 = 0;
HairStrandsVoxelPageRayMarching.usf
//const float3 SampleRandom = GetHairVoxelJitter(PixelCoord, View.StateFrameIndexMod8);
const float3 SampleRandom = GetHairVoxelJitter(PixelCoord, 0);
HairScatter.usf
//const float3 TransmittanceRandom = float3(InterleavedGradientNoise(PixelCoord.xy, 1), InterleavedGradientNoise(PixelCoord.xy, 2), InterleavedGradientNoise(PixelCoord.xy, 3));
const float3 TransmittanceRandom = 0;
HairStrandsDeepTransmittanceMask.usf
// const float3 TransmittanceRandom = float3(InterleavedGradientNoise(PixelCoord, 1), InterleavedGradientNoise(PixelCoord, 2), InterleavedGradientNoise(PixelCoord, 3));
const float3 TransmittanceRandom = 0;
HairStrandsVoxelPageTraversal.usf
float3 GetHairVoxelJitter(uint2 PixelCoord, uint Seed)
{
Seed = 1;
return float3(
InterleavedGradientNoise(PixelCoord.xy, Seed),
InterleavedGradientNoise(PixelCoord.xy, Seed * 117),
InterleavedGradientNoise(PixelCoord.xy, Seed * 7901));
}
const float3 RandomStepJitter = 0;//InSettings.Random.xyz * 2 - 1;
for (float StepIt = 0.0f; StepIt < MaxStep; StepIt += StepScale)
HairStrandsVoxelRasterCompute.usf
float3 GetHairVoxelJitter(uint2 PixelCoord, uint Seed)
{
Seed = 1;
return float3(
InterleavedGradientNoise(PixelCoord.xy, Seed),
InterleavedGradientNoise(PixelCoord.xy, Seed * 117),
InterleavedGradientNoise(PixelCoord.xy, Seed * 7901));
}
#if JITTER_ENABLE
const float3 Jitter = 0;
HairStrandsEnvironmentLightingCommon.usf
float4 ComputeRandom4(uint2 PixelPosition, uint SampleIt, uint SampleCount, uint FrameIdMod8)
{
FrameIdMod8 = 0;