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UnrealEngineUWP/Engine/Shaders
tiago costa 9b91e5347d Refactor remaining DF shaders to not use legacy shader parameter binding - Part 3
- Created FGlobalDistanceFieldParameters2 using SHADER_PARAMETER_STRUCT.
    - Can't remove existing struct since it's used by Niagara.
    - Added SetupGlobalDistanceFieldParameters helper function to perform the necessary logic.
- Converted FScreenGridParameters to use SHADER_PARAMETER_STRUCT.
    - Added SetupScreenGridParameters helper function to perform the necessary logic.
- Bind AO SampleDirections using SHADER_PARAMETER_STRUCT instead of GLOBAL_SHADER_PARAMETER_STRUCT + SetUniformBufferParameterImmediate.
- Removed all legacy shader parameters from FVisualizeMeshDistanceFieldCS, FConeTraceScreenGridObjectOcclusionCS, FConeTraceScreenGridGlobalOcclusionCS, FCombineConeVisibilityCS.
- Removed some unused variables

#rb daniel.wright
#preflight 61b34475ee0de9822e3b72b6

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 18432863 in //UE5/Release-5.0/... via CL 18435419
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18435907 by tiago costa in ue5-release-engine-test branch]
2021-12-10 18:08:26 -05:00
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