Refactor shadows rendering to use Shadow Map Atlas
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@@ -399,12 +399,6 @@ void ParticleEmitterGraphCPUExecutor::Draw(ParticleEmitter* emitter, ParticleEff
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lightData.ShadowsSharpness = 1.0f;
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lightData.UseInverseSquaredFalloff = false;
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lightData.VolumetricScatteringIntensity = 1.0f;
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lightData.CastVolumetricShadow = false;
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lightData.RenderedVolumetricFog = 0;
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lightData.ShadowsMode = ShadowsCastingMode::None;
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lightData.SourceRadius = 0.0f;
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lightData.SourceLength = 0.0f;
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lightData.IESTexture = nullptr;
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for (int32 particleIndex = 0; particleIndex < count; particleIndex++)
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{
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