Optimize GlobalSDF actors drawing CPU perf
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@@ -3,6 +3,7 @@
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#pragma once
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#include "RendererPass.h"
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#include "Engine/Core/Math/Vector3.h"
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/// <summary>
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/// Global Sign Distance Field (SDF) rendering pass. Composites scene geometry into series of 3D volume textures that cover the world around the camera for global distance field sampling.
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@@ -45,10 +46,12 @@ private:
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Array<GPUTextureView*> _objectsTextures;
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uint16 _objectsBufferCount;
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int32 _cascadeIndex;
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float _voxelSize;
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float _voxelSize, _chunkSize;
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BoundingBox _cascadeBounds;
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BoundingBox _cascadeCullingBounds;
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class GlobalSignDistanceFieldCustomBuffer* _sdfData;
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Vector3 _sdfDataOriginMin;
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Vector3 _sdfDataOriginMax;
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public:
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/// <summary>
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