Add RenderSetup and allow customizing it by gameplay and postfx
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@@ -480,7 +480,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
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auto& cascade = ddgiData.Cascades[cascadeIndex];
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data.ProbeScrollClears[cascadeIndex] = Int4(cascade.ProbeScrollClears, 0);
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}
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if (renderContext.List->Settings.AntiAliasing.Mode == AntialiasingMode::TemporalAntialiasing)
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if (renderContext.List->Setup.UseTemporalAAJitter)
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{
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// Use temporal offset in the dithering factor (gets cleaned out by TAA)
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const float time = Time::Draw.UnscaledTime.GetTotalSeconds();
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