- Rename all "loop" name to "pipeline" name for FPTL/Basic/HD
- Update all include in HDRenderPipeline to match C++ #include path that
is Asset/ScriptableRenderPipeline
Caution: This PR require the new C++ code
- Now Depth buffer is not copied anymore on PS4
- On other platform, depth buffer is used only once and the copy is used as a texture in all shader that need it. Depth Buffer Render Target is no longer changed.
- Shader opaque compute doens't work
- Seems that if we disable clustered for forward, the fallback have some
conflict with tiling (not a use mode as the fallback is just a debug
mode but should not happen).
switch back to clustered in 32x32, fix ps4 shader compile bug (always
use 16x16 for deferred lighting) and fix incorrect allocation size for
s_PerTileLogBaseTweak.
RenderPipelineResources will keep a reference on all the compute shaders
and regualr shaders. It replace TilePassResources and we will remove all
Resources folder
Remove FeatureFlags file and move them to Lit.hlsl as they are related
to the material, so each deferred material can define its own
"optimization" with material classification. also the material know the
cost of light features. + simplify code of gettings material features