URP Custom lit material (SubTarget) target for Shader Graph aka master node
A small investigation to add "PDO" pixel depth offset to shader graph. PDO needs the affect the depth buffer and the shadow coords.
- Currently only works in forward and forward+ mode
Not sure yet if this is valid for URP17
outDepth = ComputeNormalizedDeviceCoordinatesWithZ(inputData.positionWS - inputData.viewDirectionWS * depthOffset, GetWorldToHClipMatrix()).z;
