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- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes. - r.Shaders.Symbols is now the primary way to enable shader symbols for debugging. - r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk. - r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated. - r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use. - NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing. - PC DXC shader compiles should only generate debug info when requested, not all the time. - PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0. #jira none #rb arciel.rekman, lukas.hermanns #preflight 611ad9035e737200015992db [CL 17186155 by christopher waters in ue5-main branch]