ShaderResourceGroupSemantic SRG_PerView
{
    FrequencyId = 4;
};

ShaderResourceGroup ViewSrg : SRG_PerView
{
    static const uint MaxCascadeCount = 4;
    struct DirectionalLightShadow
    {
        float4x4 m_depthBiasMatrices[MaxCascadeCount];
    };
}
