Refactor engine shaders folder to have better organization
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@@ -6,7 +6,7 @@
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#include "Engine/Core/Collections/Sorting.h"
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#include "Engine/Core/Config/BuildSettings.h"
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#include "Engine/Core/Config/GameSettings.h"
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#include "Engine/Renderer/ReflectionsPass.h"
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#include "Engine/Renderer/Reflections/ReflectionsPass.h"
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#include "Engine/Renderer/AntiAliasing/SMAA.h"
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#include "Engine/Engine/Globals.h"
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#include "Editor/Cooker/PlatformTools.h"
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@@ -383,37 +383,38 @@ bool DeployDataStep::Perform(CookingData& data)
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GameCooker::DeployFiles();
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// Register engine in-build assets
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data.AddRootEngineAsset(TEXT("Shaders/AtmospherePreCompute"));
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data.AddRootEngineAsset(TEXT("Shaders/ColorGrading"));
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data.AddRootEngineAsset(TEXT("Shaders/DebugDraw"));
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data.AddRootEngineAsset(TEXT("Shaders/DepthOfField"));
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data.AddRootEngineAsset(TEXT("Shaders/EyeAdaptation"));
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data.AddRootEngineAsset(TEXT("Shaders/Fog"));
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data.AddRootEngineAsset(TEXT("Shaders/AntiAliasing/CAS"));
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data.AddRootEngineAsset(TEXT("Shaders/AntiAliasing/FXAA"));
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data.AddRootEngineAsset(TEXT("Shaders/AntiAliasing/SMAA"));
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data.AddRootEngineAsset(TEXT("Shaders/AntiAliasing/TAA"));
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data.AddRootEngineAsset(TEXT("Shaders/GI/DDGI"));
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data.AddRootEngineAsset(TEXT("Shaders/GI/GlobalSurfaceAtlas"));
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data.AddRootEngineAsset(TEXT("Shaders/Lighting/AtmospherePreCompute"));
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data.AddRootEngineAsset(TEXT("Shaders/Lighting/Fog"));
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data.AddRootEngineAsset(TEXT("Shaders/Lighting/Lights"));
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data.AddRootEngineAsset(TEXT("Shaders/Lighting/Sky"));
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data.AddRootEngineAsset(TEXT("Shaders/Lighting/SSAO"));
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data.AddRootEngineAsset(TEXT("Shaders/Lighting/VolumetricFog"));
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data.AddRootEngineAsset(TEXT("Shaders/PostFX/ColorGrading"));
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data.AddRootEngineAsset(TEXT("Shaders/PostFX/DepthOfField"));
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data.AddRootEngineAsset(TEXT("Shaders/PostFX/EyeAdaptation"));
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data.AddRootEngineAsset(TEXT("Shaders/PostFX/Histogram"));
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data.AddRootEngineAsset(TEXT("Shaders/PostFX/MotionBlur"));
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data.AddRootEngineAsset(TEXT("Shaders/PostFX/PostProcessing"));
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data.AddRootEngineAsset(TEXT("Shaders/Reflections/ProbesFilter"));
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data.AddRootEngineAsset(TEXT("Shaders/Reflections/Reflections"));
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data.AddRootEngineAsset(TEXT("Shaders/Reflections/SSR"));
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data.AddRootEngineAsset(TEXT("Shaders/Shadows/Shadows"));
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data.AddRootEngineAsset(TEXT("Shaders/Utils/BitonicSort"));
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//data.AddRootEngineAsset(TEXT("Shaders/Utils/DebugDraw")); // TODO: debug draw in dev-builds
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data.AddRootEngineAsset(TEXT("Shaders/Utils/GlobalSignDistanceField"));
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data.AddRootEngineAsset(TEXT("Shaders/Utils/GPUParticlesSorting"));
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data.AddRootEngineAsset(TEXT("Shaders/Utils/MultiScaler"));
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data.AddRootEngineAsset(TEXT("Shaders/Utils/SDF"));
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data.AddRootEngineAsset(TEXT("Shaders/Forward"));
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data.AddRootEngineAsset(TEXT("Shaders/FXAA"));
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data.AddRootEngineAsset(TEXT("Shaders/TAA"));
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data.AddRootEngineAsset(TEXT("Shaders/SMAA"));
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data.AddRootEngineAsset(TEXT("Shaders/GBuffer"));
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data.AddRootEngineAsset(TEXT("Shaders/GUI"));
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data.AddRootEngineAsset(TEXT("Shaders/Histogram"));
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data.AddRootEngineAsset(TEXT("Shaders/Lights"));
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data.AddRootEngineAsset(TEXT("Shaders/MultiScaler"));
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data.AddRootEngineAsset(TEXT("Shaders/ProbesFilter"));
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data.AddRootEngineAsset(TEXT("Shaders/PostProcessing"));
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data.AddRootEngineAsset(TEXT("Shaders/MotionBlur"));
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data.AddRootEngineAsset(TEXT("Shaders/BitonicSort"));
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data.AddRootEngineAsset(TEXT("Shaders/GPUParticlesSorting"));
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data.AddRootEngineAsset(TEXT("Shaders/GlobalSignDistanceField"));
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data.AddRootEngineAsset(TEXT("Shaders/GI/GlobalSurfaceAtlas"));
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data.AddRootEngineAsset(TEXT("Shaders/GI/DDGI"));
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data.AddRootEngineAsset(TEXT("Shaders/Quad"));
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data.AddRootEngineAsset(TEXT("Shaders/Reflections"));
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data.AddRootEngineAsset(TEXT("Shaders/Shadows"));
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data.AddRootEngineAsset(TEXT("Shaders/Sky"));
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data.AddRootEngineAsset(TEXT("Shaders/SSAO"));
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data.AddRootEngineAsset(TEXT("Shaders/SSR"));
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data.AddRootEngineAsset(TEXT("Shaders/SDF"));
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data.AddRootEngineAsset(TEXT("Shaders/VolumetricFog"));
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if (data.Configuration != BuildConfiguration::Release)
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{
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data.AddRootEngineAsset(TEXT("Shaders/Editor/LightmapUVsDensity"));
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