Improve Global Surface Atlas objects surfaces sampling
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@@ -461,7 +461,7 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
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ddgiData.Result.Constants.ProbesOriginAndSpacing[cascadeIndex] = Float4(cascade.ProbesOrigin, cascade.ProbesSpacing);
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ddgiData.Result.Constants.ProbesScrollOffsets[cascadeIndex] = Int4(cascade.ProbeScrollOffsets, 0);
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}
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ddgiData.Result.Constants.RayMaxDistance = 10000.0f; // TODO: adjust to match perf/quality ratio (make it based on Global SDF and Global Surface Atlas distance)
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ddgiData.Result.Constants.RayMaxDistance = distance;
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ddgiData.Result.Constants.ViewPos = renderContext.View.Position;
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ddgiData.Result.Constants.RaysCount = probeRaysCount;
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ddgiData.Result.Constants.ProbeHistoryWeight = probeHistoryWeight;
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