Various improvements for SDF rendering
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@@ -128,7 +128,7 @@ void CS_RasterizeHeightfield(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId
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uint3 voxelCoord = ChunkCoord + DispatchThreadId;
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float3 voxelWorldPos = voxelCoord * CascadeCoordToPosMul + CascadeCoordToPosAdd;
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float minDistance = MaxDistance * GlobalSDFTex[voxelCoord];
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float thickness = CascadeVoxelSize * -4;
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float thickness = CascadeVoxelSize * -8;
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for (uint i = 0; i < ObjectsCount; i++)
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{
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ObjectRasterizeData objectData = ObjectsBuffer[Objects[i / 4][i % 4]];
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