All Rust commits from Facepunch
Skip environment volume pass when there are no visible volumes
Don't rebuild mesh decal batches every frame
Don't fade LightLODs forever. Let them settle eventually.
Clean up DrawDecals() a bit
Clean up DrawDecals
Don't run decal pass when there are no decals.
Merge from main
Merge from main
Added support for BiRP's hard shadows in RRP
Merge from main
Add a proper motion vector pass to the deploy guide

potential fix for contacts mugshots weirdness on first render
Merge from main
Merge from per_lights_spec_toggle
Added a fix for soft particles and billboard view model particles in RRP
Merge from main

merge from main
Added support for the scene view wireframe overlays in RRP
Merge from main
Fix material remap on viewmodel arms
Disable pass culling in WaterRendererFogPass, needs to set the _UnderwaterFogEnabled constant
Merge from main
Cherry Pick (168771) - Floating point issue with aniso highlights
Added a check to AmbientLightLOD to ensure we don't force disable shadows when it also has a LightLOD component on the same object
Merge from main
Merge from main
Remove UI grabpass and BIRP only code from UI blur shaders
Apply fog to RRP underwater window in forward pass
Added the cinematic presets for contact shadows
Added contact shadow presets
Added support for lens distortion and added cinematic volume profiles
Fix water pistol z-fighting
Fixed the auto exposure causing camera's to fade in from black unintentionally
Added presets for SSAO that are configured via the renderer feature
Merge from main

set up empty renderer data for chippy camera, fixes viewmodel rendering inside chippy

merge from main

fix the contact shadows option being removed by mistake

implement texel density vizzer in RRP

don't render water in preview cameras
Merge from main
Setup hot overlay and doublevision effect
Fix frost post effect to match BIRP
Actually make that readwrite
Change deferred light pass from WriteAll to Write
Fix motion vector pass being culled when ocean is present
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back

remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled

fix RRP drawing ocean after water bodies
Merge from main