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* GetOrCreateShadowMask() API for shadow masks, simpler to get a per-view texture for the mask and is resolved on the same frame, fixes 1 frame delay on screenspace shadows and VR rendering of them * Start cleaning up this ShadowMask API * Move shadow mask stuff to command list, the way we do SSS still needs some stuff we cant nicely expose so use AddAction * Remove rendering callback from DirectionalLight, add commandlists to scenelight * Stash a system for shadow masks so I'll revisit later when to make this public * Do this much simpler, don't expose API for shadow masks yet, intentionally make screenspace shadows part of shadowmapper * Make this private again and format * A8 instead of R16 * Only managed cameras reach OnRenderStage, so only they ever clear/dispatch into the mask. * Use light pointer instead of gethashcode for getting shadow mask * Init shadowmasktextureindex