Add builtin unlit surface path
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@@ -180,7 +180,7 @@ private:
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bool EnsureInitialized(const RenderContext& context);
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bool CreatePipelineResources(const RenderContext& context);
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void DestroyPipelineResources();
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ResolvedShaderPass ResolveForwardShaderPass(const Resources::Material* material) const;
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ResolvedShaderPass ResolveSurfaceShaderPass(const Resources::Material* material) const;
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PassResourceLayout* GetOrCreatePassResourceLayout(
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const RenderContext& context,
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const ResolvedShaderPass& resolvedShaderPass);
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@@ -217,6 +217,7 @@ private:
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RHI::RHIType m_backendType = RHI::RHIType::D3D12;
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bool m_initialized = false;
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Resources::ResourceHandle<Resources::Shader> m_builtinForwardShader;
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Resources::ResourceHandle<Resources::Shader> m_builtinUnlitShader;
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RenderResourceCache m_resourceCache;
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@@ -24,6 +24,7 @@ const char* GetBuiltinPrimitiveDisplayName(BuiltinPrimitiveType primitiveType);
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Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveType);
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Containers::String GetBuiltinDefaultPrimitiveMaterialPath();
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Containers::String GetBuiltinForwardLitShaderPath();
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Containers::String GetBuiltinUnlitShaderPath();
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Containers::String GetBuiltinObjectIdShaderPath();
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Containers::String GetBuiltinDefaultPrimitiveTexturePath();
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