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Implement custom depth pass rendering. #2378

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This PR implements the basics of a custom depth pass. It's missing a few things and also creates a weird dark artifact on meshes randomly when it's enabled.

I've implemented:

  • Rendering of the depth pass
  • Debug view for custom depth
  • Lazy loading of the buffer
  • Toggle in graphics settings
  • Access to the custom depth buffer in materials

Not implemented:

  • Custom stencil buffer reading/writing
  • Skinned depth (yet, it's a pretty simple change)
  • Fix for dark artifacts (this should be done before this PR is merged)

This PR also changed the GBuffer shader to allow for rendering the custom depth in a debug view. Here is the updated file to add to LFS:
GBuffer.zip

@mafiesto4 mafiesto4 added enhancement New feature or request graphics labels Apr 2, 2024
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