Renamed Material Depth -> Material ID, and Hit Proxy Depth -> Hit Proxy ID
Moved Material ID into the Standard commands grouping, as it can be useful for content creators.
Made the editor hide all the Advanced commands by default, can make them available in the UX with r.Nanite.Visualize.Advanced now. Command line has full access to all of them, regardless of this setting.
Renamed r.Nanite.DebugSceneComposite to r.Nanite.Visualize.Composite, and changed the behavior for -1=default, 0=off, 1=on
Renamed r.Nanite.DebugSobelFilter to r.Nanite.Visualize.EdgeDetect and defaulted it on for content creator benefit.
Removed int4 VisualizeConfig member from Rasterizer UB, and added 32bit visualization mode mask instead.
Removed 32bit RasterStateReverseCull member from Rasterizer UB, and folded it into pre-existing 32bit RenderFlags
Renamed Nanite::FDebugVisualizeCS -> Nanite::FNaniteVisualizeCS
Renamed DebugVisualize.usf -> Visualize.usf
Made all visualizations composite against scene depth by default, except the overdraw mode.
Changed overdraw view mode to use ColorMapInferno from ColorMap.ush
#rb brian.karis
#fyi michal.valient, rune.stubbe
[CL 15828833 by graham wihlidal in ue5-main branch]