refactor(srp): move render scene setup into managed urp
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@@ -96,6 +96,14 @@ public:
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(void)rendererIndex;
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return GetPipelineRendererAsset();
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}
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virtual std::string GetRenderSceneSetupPolicyAssetKey() const {
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return {};
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}
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virtual std::string GetRenderSceneSetupPolicyAssetKey(
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int32_t rendererIndex) const {
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(void)rendererIndex;
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return GetRenderSceneSetupPolicyAssetKey();
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}
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virtual std::string GetCameraFrameStandalonePassAssetKey(
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CameraFrameStage stage) const {
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(void)stage;
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@@ -58,6 +58,9 @@ public:
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const RenderContext& context,
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const RenderSurface& surface,
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const RenderSceneData& sceneData) override;
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void ConfigureRenderSceneData(
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const CameraFramePlan& plan,
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RenderSceneData& sceneData) const override;
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bool ConfigureDirectionalShadowExecutionState(
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const CameraFramePlan& plan,
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const DirectionalShadowSurfaceAllocation& shadowAllocation,
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@@ -29,6 +29,9 @@ void ApplyDefaultRenderPipelineDirectionalShadowExecutionPolicy(
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const CameraFramePlan& plan,
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const DirectionalShadowSurfaceAllocation& shadowAllocation,
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DirectionalShadowExecutionState& shadowState);
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void ApplyDefaultRenderPipelineSceneSetupPolicy(
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const CameraFramePlan& plan,
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RenderSceneData& sceneData);
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struct RenderPipelineStageRenderGraphContext {
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RenderGraphBuilder& graphBuilder;
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