* Creating Builder variant aliases for all Asset Gems
* Added an AssetGem template for creating an Asset Gem
The AssetGem template is meant for non-code Gems
* Updated the engine_template.py commands to use pathlib
Each of the four commands: create-template, create-from-template,
create-project and create-gem have been updated to use pathlib.Path or
any path manipulation
Fix several python errors when instantiating a template with missing
o3de objects.
For example attempting to use the create-project command with the
"DefaultGem" template would result in a python exception instaed of a
error log and a return value 0..
Added a **force** option to the engine_template commands
to force overriding of existing files
* Optimized search through text files when the create-template command is
run when attempting to replace the license text section
* Adding a Minimal Project Template that contains the minimal set of gems
as stated by UX
* Minor changes to the DefaultProject template. Added a license section to the EngineFinder.cmake
* Adding the MinimalProject to the engine.json file
The only remaining unnecessary enable flag I found was for the parallax property group. It is removed, and now we just use the texture map and useTexture flag to gate whether the feature is enabled.
Added new input attachment to the fullscreen reflection pass to receive the "ambient" gbuffer.
Added diffuse and specular occlusion to the Skin material type; it was missing before.
ATOM-14040 Add Support for Cavity Maps
Testing:
AtomSampleViewer automation, with updates that will be submitted in that repo.
Manual testing in Material Editor.
Built all AtomTest assets and opened a few test levels, with updates that will be submitted in that repo.
Made local copies of the occlusion test materials and changed replaced the material types with EnhancedPBR and Skin, and got identical results (with clear coat disabled since it works different in EnhancedPBR and is absent in Skin).