[Community Project] WIP Weather & Water Shader

That piece of code and surroundings must be like:

        RHISetRenderTarget(TextureRenderTarget->GetRenderTargetTexture(), NULL);   //  was the Clear, replaced like 

        // Be sure we're blending right without any alpha influence on Color blending
        ///////////////////////////////////////////////////////////////////////
        // pre 4.17: RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
        TShaderMapRef<FQuadVS> QuadVS(GetGlobalShaderMap(GMaxRHIFeatureLevel));
        TShaderMapRef<FUpdateDisplacementPS> UpdateDisplacementPS(GetGlobalShaderMap(GMaxRHIFeatureLevel));

        FGraphicsPipelineStateInitializer GraphicsPSOInit;
        RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
        GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
        GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
        GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
        GraphicsPSOInit.PrimitiveType = PT_TriangleList;
        GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GQuadVertexDeclaration.VertexDeclarationRHI;
        GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*QuadVS);
        GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*UpdateDisplacementPS);
        SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
        // pre 4.17: static FGlobalBoundShaderState UpdateDisplacementBoundShaderState;
        // pre 4.17: SetGlobalBoundShaderState(RHICmdList, GMaxRHIFeatureLevel, UpdateDisplacementBoundShaderState, GQuadVertexDeclaration.VertexDeclarationRHI, *QuadVS, *UpdateDisplacementPS);
        ///////////////////////////////////////////////////////////////////////

Now there is an with the ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER, but Im going to look at it tomorrow, Im tired.