refactor(srp): move urp shadow execution bridge into managed
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@@ -266,6 +266,8 @@ private:
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MonoObject* CreateManagedScriptableRenderContext(uint64_t nativeHandle);
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MonoObject* CreateManagedCameraRenderRequestContext(
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uint64_t nativeHandle);
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MonoObject* CreateManagedDirectionalShadowExecutionContext(
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uint64_t nativeHandle);
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MonoObject* CreateManagedScriptableRenderPipelinePlanningContext(
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uint64_t nativeHandle);
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MonoObject* GetManagedObject(uint32_t gcHandle) const;
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@@ -308,12 +310,15 @@ private:
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MonoClass* m_scriptableRenderPipelineClass = nullptr;
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MonoClass* m_scriptableRenderContextClass = nullptr;
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MonoClass* m_cameraRenderRequestContextClass = nullptr;
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MonoClass* m_directionalShadowExecutionContextClass = nullptr;
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MonoClass* m_scriptableRenderPipelinePlanningContextClass = nullptr;
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MonoClass* m_serializeFieldAttributeClass = nullptr;
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MonoMethod* m_gameObjectConstructor = nullptr;
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MonoMethod* m_scriptableRenderContextConstructor = nullptr;
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MonoMethod* m_cameraRenderRequestContextConstructor =
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nullptr;
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MonoMethod* m_directionalShadowExecutionContextConstructor =
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nullptr;
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MonoMethod* m_scriptableRenderPipelinePlanningContextConstructor =
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nullptr;
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MonoClassField* m_managedGameObjectUUIDField = nullptr;
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