Fix DDGI cascade offset towards bottom that was too intense making probes flicker
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@@ -366,7 +366,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
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const Float3 probesDistance = Float3(probesCounts) * cascadeProbesSpacing;
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const float probesDistanceMax = probesDistance.MaxValue();
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const Float3 viewRayHit = CollisionsHelper::LineHitsBox(viewOrigin, viewOrigin + viewDirection * (probesDistanceMax * 2.0f), viewOrigin - probesDistance, viewOrigin + probesDistance);
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const float viewOriginOffset = viewRayHit.Y * probesDistanceMax * 0.6f;
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const float viewOriginOffset = viewRayHit.Y * probesDistanceMax * 0.4f;
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viewOrigin += viewDirection * viewOriginOffset;
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const float viewOriginSnapping = cascadeProbesSpacing;
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viewOrigin = Float3::Floor(viewOrigin / viewOriginSnapping) * viewOriginSnapping;
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