Add new shader built in Z_CLIP_SCALE to easily adjust clipping distance to avoid clipping walls etc.
Add fov_override to StandardMaterial3D to easily have a custom FOV for FPS objects
Add IN_SHADOW_PASS built-in to shaders for tweaking materials without impacting shadow maps
This improves shadow quality by reducing the visibility of the noisy
pattern caused by dithering.
This jittering also applies when FSR2 is enabled, as it provides its own
form of temporal antialiasing.
Co-authored-by: Clay John <claynjohn@gmail.com>
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.