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- SRVNonPixel is needed by mobile to insert a barrier between fragment -> vertex texture fetch, but since this is a heavyweight barrier, it is opt-in with SHADER_PARAMETER_RDG_NON_PIXEL_SRV. - Small refactor to FRDGTextureAccess to allow for arbitrary subresources, as the current model only allows full resource transitions. #rb mihnea.balta, luke.thatcher, serge.bernier #jira UE-211883 [CL 33179861 by zach bethel in ue5-main branch]