Refactor Global SDF to use a single texture for all cascades
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@@ -170,8 +170,7 @@ const Char* ShaderGraphUtilities::GenerateShaderResources(TextWriterUnicode& wri
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format = TEXT("Texture3D {0} : register(t{1});");
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break;
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case MaterialParameterType::GlobalSDF:
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format = TEXT("Texture3D<float> {0}_Tex[4] : register(t{1});");
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registers = 4;
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format = TEXT("Texture3D<float> {0}_Tex : register(t{1});");
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zeroOffset = false;
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break;
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}
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