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