[Merged by Bors] - Flexible camera bindings#1689
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Alternative to #1203 and #1611 Camera bindings have historically been "hacked in". They were _required_ in all shaders and only supported a single Mat4. PBR (#1554) requires the CameraView matrix, but adding this using the "hacked" method forced users to either include all possible camera data in a single binding (#1203) or include all possible bindings (#1611). This approach instead assigns each "active camera" its own RenderResourceBindings, which are populated by CameraNode. The PassNode then retrieves (and initializes) the relevant bind groups for all render pipelines used by visible entities. * Enables any number of camera bindings , including zero (with any set or binding number ... set 0 should still be used to avoid rebinds). * Renames Camera binding to CameraViewProj * Adds CameraView binding
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Alternative to #1203 and #1611
Camera bindings have historically been "hacked in". They were required in all shaders and only supported a single Mat4. PBR (#1554) requires the CameraView matrix, but adding this using the "hacked" method forced users to either include all possible camera data in a single binding (#1203) or include all possible bindings (#1611).
This approach instead assigns each "active camera" its own RenderResourceBindings, which are populated by CameraNode. The PassNode then retrieves (and initializes) the relevant bind groups for all render pipelines used by visible entities.