// Copyright Epic Games, Inc. All Rights Reserved. #pragma once struct FDeepShadowViewInfo { float4x4 TranslatedWorldToClipScaledBiased; // Has the shadow atlas tile scale bias baked in float4x4 TranslatedWorldToClip; float4 AtlasScaleBias; // Scale/bias for transforming UV coordinates into the shadow atlas tile of this shadow view. float3 ViewForward; float MinRadiusAtDepth1; };