Align URP scene drawing with RenderGraph renderer lists
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@@ -28,6 +28,11 @@ namespace XCEngine.Rendering
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.Rendering_ScriptableRenderContext_GetFramePlanId(
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m_nativeHandle);
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internal string passName =>
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InternalCalls
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.Rendering_ScriptableRenderContext_GetPassName(
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m_nativeHandle) ?? string.Empty;
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public RenderGraphTextureHandle sourceColorTexture =>
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RenderGraphTextureHandle.FromNativeIndex(
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InternalCalls
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@@ -171,6 +176,23 @@ namespace XCEngine.Rendering
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name));
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}
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internal RendererListHandle CreateRendererList(
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RendererListDesc rendererListDesc,
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DrawingSettings drawingSettings)
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{
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RenderStateBlock renderStateBlock =
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drawingSettings.renderStateBlock;
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return RendererListHandle.FromNativeIndex(
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InternalCalls
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.Rendering_ScriptableRenderContext_CreateRendererList(
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m_nativeHandle,
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ref rendererListDesc,
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drawingSettings.overrideMaterialPath ??
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string.Empty,
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drawingSettings.shaderPassName ?? string.Empty,
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ref renderStateBlock));
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}
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// Public RenderGraph raster authoring entry point. Built-in fullscreen
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// kernels are internal URP implementation details, not public context
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// shortcuts.
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