I’m attempting to modify the directional light shadow, specifically to introduce a cross fade between CSM’s:

(possibly not viable without draw overlap, but I wanted to give it a quick try)
And also a near-test fade to reduce this issue where the bias starts:

Both pretty easy vanilla tasks to do, however I can’t for the life of me find where this is done. It seems to reference _ShadowMapTexture (a deferred shadow pass in Internal-DeferredShading), but I can’t seem to find where this gets written to. At first I thought it was shared with Internal-PrePassCollectShadows, but nothing I do in there seems to hit it.
Any help appreciated!