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Add a new field to the effect asset, which determines the seed for the GPU side PRNG used in shader expressions. This value defaults to zero, making consecutive runs deterministic. This both gives better artistic control (what executes at runtime is what was authored), and helps with debugging by making repros consistent.
To restore the old behavior, assign a random value to the seed when creating the effect asset, .e.g
prng_seed = rand::random::<u32>()
.