pub fn check_views_lights_need_specialization(
view_light_entities: Query<'_, '_, (&LightEntity, &ExtractedView)>,
shadow_render_phases: Res<'_, ViewBinnedRenderPhases<Shadow>>,
light_key_cache: ResMut<'_, LightKeyCache>,
dirty_specializations: ResMut<'_, DirtySpecializations>,
)