refactor(srp): hide pipeline data behind rendering data
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@@ -11,6 +11,12 @@ namespace Gameplay
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public bool HasPublicContextRecordOpaqueScenePhase;
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public bool HasPublicContextRecordBeforeOpaqueInjection;
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public bool HasPublicContextRecordShaderVectorFullscreenPass;
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public bool HasPublicContextCameraData;
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public bool HasPublicContextLightingData;
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public bool HasPublicContextShadowData;
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public bool HasPublicContextEnvironmentData;
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public bool HasPublicContextFinalColorData;
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public bool HasPublicContextStageColorData;
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public bool HasPublicCameraRequestContextHasDirectionalShadow;
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public bool HasPublicCameraRequestContextClearDirectionalShadow;
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public bool HasRendererRecordingContextType;
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@@ -41,6 +47,30 @@ namespace Gameplay
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contextType.GetMethod(
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"RecordShaderVectorFullscreenPass",
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PublicInstanceMethodFlags) != null;
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HasPublicContextCameraData =
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contextType.GetProperty(
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"cameraData",
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PublicInstanceMethodFlags) != null;
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HasPublicContextLightingData =
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contextType.GetProperty(
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"lightingData",
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PublicInstanceMethodFlags) != null;
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HasPublicContextShadowData =
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contextType.GetProperty(
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"shadowData",
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PublicInstanceMethodFlags) != null;
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HasPublicContextEnvironmentData =
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contextType.GetProperty(
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"environmentData",
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PublicInstanceMethodFlags) != null;
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HasPublicContextFinalColorData =
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contextType.GetProperty(
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"finalColorData",
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PublicInstanceMethodFlags) != null;
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HasPublicContextStageColorData =
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contextType.GetProperty(
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"stageColorData",
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PublicInstanceMethodFlags) != null;
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HasPublicCameraRequestContextHasDirectionalShadow =
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cameraRequestContextType.GetProperty(
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"hasDirectionalShadow",
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