Optimize shader generation with many clustered lights #7735
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For each light that the shader needs, we include light declaration / implementation chunks.
In clustered case, we only need to do this for directional lights, and so exclude other lights from options.
If those are included, the shader needs to include all those chunks for each light, taking long time to preprocess the shader
Including 100 lights adds about 100ms of processing for no reason at all.