Refactor Global SDF to use a single texture for all cascades
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@@ -502,7 +502,7 @@ void MaterialParameter::Bind(BindMeta& meta) const
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GlobalSignDistanceFieldPass::BindingData bindingData;
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if (GlobalSignDistanceFieldPass::Instance()->Get(meta.Buffers, bindingData))
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Platform::MemoryClear(&bindingData, sizeof(bindingData));
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bindingData.BindCascades(meta.Context, _registerIndex);
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meta.Context->BindSR(_registerIndex, bindingData.Texture ? bindingData.Texture->ViewVolume() : nullptr);
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*((GlobalSignDistanceFieldPass::ConstantsData*)(meta.Constants.Get() + _offset)) = bindingData.Constants;
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break;
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}
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