Add **Hardware Occlusion Culling** to models, foliage, particles, terrain and local light shadows
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@@ -406,6 +406,7 @@ bool DeployDataStep::Perform(CookingData& data)
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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/Culling"));
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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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