Lighting: skip the split shadow pass when nothing casts #823
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sky_line/Slipstream#823
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With sun shadows off and no shadowed projectors the split lighting's shadow pass still decodes the G-buffer and writes a constant 1.0 visibility that the combine reads back (~0.8 ms at 4K on a GTX 1080). Skip it under that specialisation key and make the combine's sun visibility a constant.
Context: measured on a GTX 1080 (Pascal) at 4K with the test-control channel and the shader clock (RenderVKShaderClockLighting) / pipeline stats (RenderVKPipelineStats). The frame is GPU-bound but not bandwidth-bound (memory controller ~36% busy on the 1080, ~14% on a 5090): it is latency / occupancy bound, so trading a little memory traffic for fewer registers and fewer dependent loads should help every GPU generation.