// Note: We don't need to handle handness of view matrix here as the backface is perform in worldspace
// note2: When we have an orthogonal matrix (cascade shadow map), we need to use the direction of the light.
// Otherwise we use only p0 instead of the mean of P0, p1,p2 to save ALU as with tessellated geomerty it is rarely needed and user can still control _TessellationBackFaceCullEpsilon.