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# Objective fix crash / misbehaviour when `DeferredPrepass` is used without `DepthPrepass`. - Deferred lighting requires the depth prepass texture to be present, so that the depth texture is available for binding. without it the deferred lighting pass will use 0 for depth of all meshes. - When `DeferredPrepass` is used without other prepass markers, and with any materials that use `OpaqueRenderMode::Forward`, those entities will try to queue to the `Opaque3dPrepass` render phase, which doesn't exist, causing a crash. ## Solution - check if the prepass phases exist before queueing - generate prepass textures if `Opaque3dDeferred` is present - add a note to the DeferredPrepass marker to note that DepthPrepass is also required by the default deferred lighting pass - also changed some `With<T>.is_some()`s to `Has<T>`s |
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Cargo.toml |