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discard
was being included in all shaders set to depth pass opaque, which is the majority of shaders. Instead it should only be used with alpha prepass materials as it disables some GPU optimizations.This PR also cleans up the shader defines a bit to ensure that the OPAQUE_PREPASS discard is only included when in the depth pass, and when not using an alpha hash.
Addresses the first concern in godotengine/godot-proposals#7366
Testing with the Bistro reference scene I get anywhere from a 2% to a 5% decrease in frame times (when GI and shadows are disabled, meaning the majority of the cost is depth pass and opaque pass).
Production edit: Fixes #77600