void ShadowBuffer::BeginRendering( GraphicsContext& Context )
{
	Context.TransitionResource(*this, D3D12_RESOURCE_STATE_DEPTH_WRITE, true);
	Context.ClearDepth(*this);
	Context.SetDepthStencilTarget(GetDSV());
	Context.SetViewportAndScissor(m_Viewport, m_Scissor);
}