Fix lightmap uvs density view to handle scale in lightmap and outline non-static objects
#2080
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@@ -494,6 +494,10 @@ void Foliage::DrawType(RenderContext& renderContext, const FoliageType& type, Dr
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batch.DrawCall.Surface.GeometrySize = mesh.GetBox().GetSize();
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batch.DrawCall.Surface.Skinning = nullptr;
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batch.DrawCall.WorldDeterminantSign = 1;
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#if USE_EDITOR
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if (renderContext.View.Mode == ViewMode::LightmapUVsDensity)
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batch.DrawCall.Surface.LODDitherFactor = type.ScaleInLightmap; // See LightmapUVsDensityMaterialShader
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#endif
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if (EnumHasAnyFlags(drawModes, DrawPass::Forward))
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{
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