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Generated Shadow Masks only baking using the first material of each mesh. #76

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@SkullCatFlort

I noticed only the first material of any mesh was casting shadows onto the shadowmasks.

Looking into the LightVolumeOcclusionBaker script I saw that DrawMesh wasn't being called with any submesh indices when drawing the occluders, and defaulting to 0.
Adding a loop to draw every submesh fixed this and worked for the shadows, but increased bake time.

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