* bevy_pbr2: Add support for most of the StandardMaterial textures
Normal maps are not included here as they require tangents in a vertex attribute.
* bevy_pbr2: Ensure RenderCommandQueue is ready for PbrShaders init
* texture_pipelined: Add a light to the scene so we can see stuff
* WIP bevy_pbr2: back to front sorting hack
* bevy_pbr2: Uniform control flow for texture sampling in pbr.frag
From 'fintelia' on the Bevy Render Rework Round 2 discussion:
"My understanding is that GPUs these days never use the "execute both branches
and select the result" strategy. Rather, what they do is evaluate the branch
condition on all threads of a warp, and jump over it if all of them evaluate to
false. If even a single thread needs to execute the if statement body, however,
then the remaining threads are paused until that is completed."
* bevy_pbr2: Simplify texture and sampler names
The StandardMaterial_ prefix is no longer needed
* bevy_pbr2: Match default 'AmbientColor' of current bevy_pbr for now
* bevy_pbr2: Convert from non-linear to linear sRGB for the color uniform
* bevy_pbr2: Add pbr_pipelined example
* Fix view vector in pbr frag to work in ortho
* bevy_pbr2: Use a 90 degree y fov and light range projection for lights
* bevy_pbr2: Add AmbientLight resource
* bevy_pbr2: Convert PointLight color to linear sRGB for use in fragment shader
* bevy_pbr2: pbr.frag: Rename PointLight.projection to view_projection
The uniform contains the view_projection matrix so this was incorrect.
* bevy_pbr2: PointLight is an OmniLight as it has a radius
* bevy_pbr2: Factoring out duplicated code
* bevy_pbr2: Implement RenderAsset for StandardMaterial
* Remove unnecessary texture and sampler clones
* fix comment formatting
* remove redundant Buffer:from
* Don't extract meshes when their material textures aren't ready
* make missing textures in the queue step an error
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>