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Unify environment light texture handling in MaterialXRenderMsl (#2870)
This PR seeks to address #2851.
The core issue is that the Metal rendering code wasn't honoring the indirect lighting property of the light handler. However, changing the logic to match that of the implementation in `bindLighting()` in [GlslProgram](https://github.com/AcademySoftwareFoundation/MaterialX/blob/d69fcb10283f0bbc5f17415c33a6f2e6b63622ad/source/MaterialXRenderGlsl/GlslProgram.cpp#L585-L600) isn't quite enough. There were actually two independent paths for binding IBL textures in the Metal implementation, one in `bindLighting()` and one in the lower-level `bindTextures()`. This change unifies those two paths into a single path relying on the _explicit bound texture_ mechanism currently used for shadow mapping.
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