Various terrain improvements: (#3942)
* Various terrain improvements: - Height now stored in a R16_unorm to decrease the amount of memory / memory bandwidth needed for the height field - Many simplifications to the feature processor - Added a shader to render to the depth pre pass - Pulled common functionality needed by depth and forward to a common include shader - Forward shader now outputs to all the expected render targets - Adjusted the way normals and lighting are being calculated Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Adding missing shader files. Updated terrain shader to alter the color slightly with height. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Removed pixel shader code from terrain depth pass Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Renamed the depth pass shaders to no longer indicate they include a pixel shader. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Removing unneeded code from TerrainCommon.azsli Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
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@@ -27,7 +27,6 @@ enum ObjectEvent
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EVENT_OUTOFGAME, //!< Signals that editor is switching out of the game mode.
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EVENT_REFRESH, //!< Signals that editor is refreshing level.
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EVENT_DBLCLICK, //!< Signals that object have been double clicked.
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EVENT_KEEP_HEIGHT, //!< Signals that object must preserve its height over changed terrain.
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EVENT_RELOAD_ENTITY,//!< Signals that entities scripts must be reloaded.
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EVENT_RELOAD_GEOM, //!< Signals that all possible geometries should be reloaded.
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EVENT_UNLOAD_GEOM, //!< Signals that all possible geometries should be unloaded.
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