- Configure the volumetric lighting code path to be on by default
- Trigger a build exception when trying to build an unsupported platform
- Introduce the VolumetricLightingController component, which can (and should) be placed on the camera, and allows one to control the near and the far plane of the V-Buffer (volumetric "froxel" buffer) along with the depth distribution (from logarithmic to linear)
- Add 3D texture support for density volume
- Add a better mapping of roughness to mipmap for planar reflection
### Changed, Removals and deprecations
- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset
- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior
- Fix numerical issues with the default value of mean free path of volumetric fog
- Fix the bug preventing decals from coexisting with density volumes
- Fix the bug preventing decals from coexisting with density volumes
- Fix issue with alpha tested geometry using planar/triplanar mapping not render correctly or flickering (due to being wrongly alpha tested in depth prepass)