Mixed Shadows Rework (#710)
* Remove mixed shadow fading, it never worked properly, we can do it better, increase mixed light shadows limit to 4, remove light evaluation budget
* Support for point light evaluation, let sunlight always have highest evaluation score, debug cleanup
* Let directional AO have falloff that better approximates to inverse square law
* Use 8k shadow atlas by default so that we downsample less often, reenable not casting shadows on point lights, needs more thought
* Have adaptive resolution for mixed shadows
* Recode all mixed light selection heuristics 🍷
* Extract importance calculation to CalculateMixedLightImportance, finish it
* Cleanup, remove rest of old mixed shadows heuristics that is unused now
* Cleanup, do shadow computations every .1 seconds rather than evecry frame
* Do a few visibility tests to see if the light is visibile to an entity and not fully shadowed
* Don't care at all for lights behind us that are not overlapping the player
* Tweak visibility testing, let directional lights go into test rather than just checking if sky is visible
* More cleanup
* Ortho lights trace on backwards direction, do shadow queries from light's perspective
* Do backface culling on ortho lights too
* Last final weighting adjustments