pub fn check_light_entities_needing_specialization<M: Material>(
needs_specialization: Query<'_, '_, Entity, (With<MeshMaterial3d<M>>, Changed<NotShadowCaster>)>,
entities_needing_specialization: ResMut<'_, EntitiesNeedingSpecialization<M>>,
removed_components: RemovedComponents<'_, '_, NotShadowCaster>,
)