Fix GlobalSDF sampling in materials to properly read far cascades
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@@ -170,8 +170,9 @@ 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 : register(t{1});");
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format = TEXT("Texture3D<float> {0}_Tex : register(t{1});\nTexture3D<float> {0}_Mip : register(t{2});");
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zeroOffset = false;
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registers = 2;
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break;
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}
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if (format)
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@@ -179,7 +180,7 @@ const Char* ShaderGraphUtilities::GenerateShaderResources(TextWriterUnicode& wri
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if (zeroOffset)
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param.Offset = 0;
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param.RegisterIndex = (byte)startRegister;
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writer.WriteLine(format, param.ShaderName, startRegister);
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writer.WriteLine(format, param.ShaderName, startRegister, startRegister + 1);
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startRegister += registers;
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if (param.RegisterIndex >= GPU_MAX_SR_BINDED)
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{
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