Split builtin forward scene into opaque and transparent passes
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@@ -45,6 +45,14 @@ TEST(BuiltinForwardPipeline_Test, UsesFloat3PositionInputLayoutForStaticMeshVert
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EXPECT_EQ(texcoord.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, uv0)));
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}
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TEST(BuiltinForwardPipeline_Test, SplitsSceneItemsIntoOpaqueAndTransparentQueueRanges) {
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EXPECT_FALSE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::Background)));
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EXPECT_FALSE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::Geometry)));
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EXPECT_FALSE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::AlphaTest)));
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EXPECT_TRUE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::Transparent)));
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EXPECT_TRUE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::Overlay)));
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}
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TEST(BuiltinForwardPipeline_Test, BuiltinForwardShaderDeclaresExplicitForwardResourceContract) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
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