Optimize light pass with scissors, enhance Scene Editor, and add crystal assets

  • Implement screen-space scissoring for light passes in deferred rendering, control it with a radius parameter
  • Add debug visualization for light scissors (toggled with ‘L’)
  • Support 2D alignment modes (XY, XZ, YZ) in Scene Editor using Shift modifier
  • Allow adding specialized nodes (Lights, etc.) from the Editor asset menu via NodeTypesRegistry
  • Fix skeletal mesh normal/tangent skinning and view-space depth reconstruction
  • Add crystal group assets (Blue, Purple, Red) and associated textures
  • Refactor getModelMat() to getModelMtx() and add double-sided material support
  • Remove collider from mushroom nucleus, roots, and shrubs
  • Render point light and spotlight meshes in editor mode
  • Make rng shader function that returns values from 0 to 1 and use it instead of PCHHash
  • Implement dithered transparency
  • Fix artifacts on the screen edges with the SSAO and bloom
  • Implement support for two-sided materials
  • AI removed gamma correction, not sure why, but I like the result

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