Before this change, using FSR2 resulted in the following error when the
effect was destroyed:
ERROR: Attempted to free invalid ID: 662734928609453
at: _free_internal (servers/rendering/rendering_device.cpp:4957)
This happened because ACCUMULATE and ACCUMULATE_SHARPEN passes shared
the same shader_version object but had different pipeline IDs. When
version_free was called for ACCUMULATE pass, it destroyed pipelines
created from that version, including the pipeline for the
ACCUMULATE_SHARPEN pass.
Using a unique version could work around this problem, but it's easier
to rely on version_free destroying the created pipelines through the
dependency mechanism.