- Removed multi_compile pragmas for a single, statically compiled variant of each shader, using the most common permutation.
- Use old API to directly set data on a compute buffer and bind compute buffers globally.
- Removed auto T&C pass to avoid clashes with auto-reactive pass in their compute buffer usage.
- Explicitly bind temporary RTs to compute shaders, even if they are using globally bound name IDs.
- Removed texture array support.
- Removed multi_compile pragmas for a single, statically compiled variant of each shader, using the most common permutation.
- Use old direct API to set data on a compute buffer.
- Removed auto T&C pass to avoid clashes with auto-reactive pass in their compute buffer usage.
- Made all resources persistent, to avoid issues with binding temporary render textures (may not actually have been an issue).