ShaderResourceGroupSemantic BindingPerPass
{
FrequencyId = 3;
};

ShaderResourceGroup PassSrg : BindingPerPass
{
    static const uint MaxCascadeCount = 4;
    struct DirectionalLight
    {
        float4x4 m_depthBiasMatrix[MaxCascadeCount];
    } m_directionalLight[1];
}
