Add URP render pass API parity shims
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@@ -310,6 +310,55 @@ namespace Gameplay
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}
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}
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internal sealed class RenderPassLifecycleApiProbePass
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: ScriptableRenderPass
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{
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public RenderPassLifecycleApiProbePass()
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{
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renderPassEvent =
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RenderPassEvent.AfterRenderingGbuffer;
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ConfigureInput(
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ScriptableRenderPassInput.Depth |
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ScriptableRenderPassInput.Color);
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profilingSampler =
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new ProfilingSampler(
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"RenderPassLifecycleApiProbePass");
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}
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public override void OnCameraSetup(
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CommandBuffer cmd,
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ref RenderingData renderingData)
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{
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}
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public override void OnCameraCleanup(
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CommandBuffer cmd)
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{
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}
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public override void OnFinishCameraStackRendering(
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CommandBuffer cmd)
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{
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}
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public override void Execute(
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ScriptableRenderContext context,
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ref RenderingData renderingData)
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{
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}
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protected override bool RecordRenderGraph(
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ScriptableRenderContext context,
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RenderingData renderingData)
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{
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return input ==
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(ScriptableRenderPassInput.Depth |
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ScriptableRenderPassInput.Color) &&
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requiresIntermediateTexture &&
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profilingSampler != null;
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}
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}
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internal sealed class DefaultSceneFeature : ScriptableRendererFeature
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{
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private readonly SceneInjectionPass m_beforeOpaquePass;
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