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* This is needed because D3D12 requires all shaders in a pipeline to use DXIL if any do. * We try to bake the couple of DXIL shaders that we will mix-and-match with application shaders at build time, in case we aren't able to find a working dxcompiler at runtime to build them. But this can only happen if we find a working dxc.exe in one of the windows 10 SDKs.