Terrain feature processor improvements regarding material, mesh, and lod (#4303)
* Terrain feature processor improvements regarding material, mesh, and lod - Now using a material with pbr lighting for terrain. Removed some of the old shader code that wasn't needed anymore - Move heightmap image declaration to the material so it's not needed in the object SRG anymore - Added prototype code (commented out) for smoothing the terrain with a b-spline weighting function - Mesh data is all made with a proper mesh asset now. - Added basic LOD support (no continuous LOD yet, but it does pop between lod levels) - Moved RenderCommon to be accessible publicly. It contains stencil refs that should be public. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing terrain's per object srg because of changes in the default per object srg. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * PR Fixes Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Removing unused static. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
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@@ -6,10 +6,9 @@
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*
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*/
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#include <RenderCommon.h>
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#include <Atom/RHI/RHIUtils.h>
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#include <Atom/RHI.Reflect/InputStreamLayoutBuilder.h>
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#include <Atom/Feature/RenderCommon.h>
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#include <Atom/Feature/Mesh/MeshFeatureProcessor.h>
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#include <Atom/Feature/ReflectionProbe/ReflectionProbeFeatureProcessor.h>
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#include <Atom/RPI.Public/Model/ModelLodUtils.h>
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