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UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public
jamie hayes 28b0ed1010 Compute BasePass shader now always uses the ForceVelocity GBuffer layout and disables WRITES_VELOCITY_TO_GBUFFER if neither WPO nor base pass velocity are enabled.
This reduces the number of base pass compute shaders required, since there is currently no need for both to be compiled for a given material.
It also prevents us from having to separate cached material draws into two buckets the way we must for BasePassPS.

#rb graham.wihlidal

[CL 27904544 by jamie hayes in ue5-main branch]
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