Condense rendering agent guide
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# Rendering 模块说明
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# Rendering Agent Guide
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## 1. 目的
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- 本文记录当前渲染模块已经落地的真实边界,以及后续改动必须遵守的约束。
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- 本文优先描述代码现状和明确目标,不替代码补脑。
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- 如果实现与本文冲突,以代码为准;修完代码后同步更新本文。
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This file records the long-term rendering direction and the architecture cuts
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already made. It is intentionally not a full map of the current implementation.
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## 2. 当前主链
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```text
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SceneRenderer
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-> SceneRenderRequestPlanner
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-> RenderPipelineHost
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-> CameraFramePlanBuilder
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-> CameraRenderer
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-> DirectionalShadowRuntime
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-> RenderSceneExtractor
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-> CameraFrameGraph
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-> RenderGraph Record / Compile / Execute
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```
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If this file conflicts with the current code, trust the code and update this
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file in the same change.
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## 3. 当前顶层切换语义
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- 顶层切换目标向 Unity 对齐。
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- `GraphicsSettings.renderPipelineAsset == null`:走内置管线。
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- `GraphicsSettings.renderPipelineAsset != null`:走可编程渲染管线。
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- 当前内置管线默认直连 `BuiltinForwardPipelineAsset -> BuiltinForwardPipeline`。
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- 当前可编程管线默认直连 `ManagedScriptableRenderPipelineAsset -> ScriptableRenderPipelineHost`。
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- 运行时启动不得再偷偷自动选择 `ProjectDefaultRenderPipelineAsset`。
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- “当前项目里存在某个默认 SRP asset” 不是切换条件;唯一切换条件是 `GraphicsSettings.renderPipelineAsset`。
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## Long-Term Goal
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## 4. 和 Unity SRP / URP 的对齐方式
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- `RenderPipelineAsset` 对应 Unity 的 `RenderPipelineAsset`。
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- `ScriptableRenderPipelineHost` 对应 native 侧承接托管 SRP 的 `RenderPipeline` 宿主。
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- managed 侧产品骨架仍是:
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`ScriptableRenderPipelineAsset -> ScriptableRendererData -> ScriptableRenderer -> ScriptableRendererFeature/Pass`
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- builtin 和 SRP 现在都必须是显式可切换的顶层路径,而不是“SRP 隐式优先,builtin 只是兜底”。
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- `ScriptableRenderPipelineHost` 里的 native backend 是 managed SRP 的绘制后端,不是 SRP stage 录制失败时的顶层兜底。
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- managed `ScriptableRenderContext` 的公开场景接口只表达绘制能力:`DrawRenderers(...)`、`DrawSkybox()`、`DrawOpaqueRenderers()`、`DrawTransparentRenderers()`。
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- renderer-backed SRP 的 frame stage 组织权归 `ScriptableRenderer` / `ScriptableRendererFeature`,包括 shadow caster、depth only、post-process、final output 等可选 stage。
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The rendering module is moving toward a Unity SRP / URP style model:
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## 5. 当前硬边界
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- `RenderPipelineFactory` 在无显式 asset、无托管配置、创建失败回退时,都必须先回 builtin,而不是回 `ScriptableRenderPipelineHost`。
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- `MonoScriptRuntime::OnRuntimeStart()` 不得隐式写入 render pipeline 选择。
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- builtin 私有 native feature 通道只能留在 native 内部使用。
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- managed SRP runtime 或 stage recorder 存在时,stage 组织权归 managed SRP;native backend 不得在 host 层隐式接管 `RecordStageRenderGraph`、`Render(...)` 或 scene-pass standalone stage。
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- `RendererBackedRenderPipelineAsset` 进入 frame planning 时必须先清掉 native 默认请求出来的可选 stage,再由 renderer / feature 显式请求需要的 stage。
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- 下列能力不得再暴露给 managed / URP 公开层:
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`NativeSceneFeaturePassId`
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`ScriptableRenderContext.RecordNativeSceneFeaturePass(...)`
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`ScriptableRenderContext.RecordScene(...)`
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`ScriptableRenderContext.RecordScenePhase(...)`
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`ScriptableRenderContext.RecordSceneInjectionPoint(...)`
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`ScriptableRenderContext.RecordOpaque/Skybox/TransparentScenePhase(...)`
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`ScriptableRenderContext.RecordBefore/After*Injection(...)`
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依赖上述接口的 managed wrapper feature / controller
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- `CameraRenderRequestContext.hasDirectionalShadow` 和 `CameraRenderRequestContext.ClearDirectionalShadow()` 不得作为 ScriptCore public surface 暴露;core 层只能保留内部桥接,产品层策略放在 URP renderer asset / renderer data / feature。
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- URP 默认 renderer feature 工厂不得自动注入 builtin 私有 feature wrapper。
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- `GraphicsSettings.renderPipelineAsset == null` selects the built-in pipeline.
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- `GraphicsSettings.renderPipelineAsset != null` selects the programmable SRP
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path.
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- The managed product shape should stay close to:
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`ScriptableRenderPipelineAsset -> ScriptableRendererData ->
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ScriptableRenderer -> ScriptableRendererFeature/ScriptableRenderPass`.
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- `ScriptableRenderPipelineHost` is the native host for managed SRP execution;
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it must not become a hidden fallback renderer when managed SRP planning or
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recording fails.
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- Managed SRP / URP owns renderer selection, stage planning, feature/pass
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organization, camera policy, and optional stage requests such as shadow,
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depth, post-process, and final output.
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- Native rendering owns scene extraction, renderer-list drawing, render graph
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execution, fullscreen primitive execution, and built-in private draw kernels.
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- Public managed scene drawing should expose drawing capability, not native
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built-in injection order. Keep the public surface centered on
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`DrawRenderers(...)`, `DrawSkybox()`, `DrawOpaqueRenderers()`, and
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`DrawTransparentRenderers()`.
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- Do not reintroduce implicit project-default SRP activation, hidden
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`ScriptableRenderPipelineHost` fallback, or public managed wrappers for
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built-in private scene injection points.
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- Future URP alignment should add managed-side renderer/pass/render-graph
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capability. It should not reopen native private fallback paths just to make a
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feature appear to work.
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## 6. native / managed 分层
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- 放在 native 的内容:
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scene extraction
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renderer list 绘制
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render graph 执行
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fullscreen primitive 执行
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builtin 私有 scene feature 执行内核
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- 放在 managed URP 的内容:
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renderer 选择
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stage planning
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renderer feature / pass 组织
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renderer feature 的 frame-plan / scene-setup / shadow-execution 配置分发
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camera 级策略
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shadow caster / depth only 等可选 stage 的显式请求
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产品层行为差异
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- 判断原则:
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如果新增的是“绘制能力”或“后端 contract”,优先放 C++。
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如果新增的是“渲染组织策略”或“URP 行为”,优先放 managed。
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## Past Execution
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## 7. 禁止回退的实现方式
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- 不要再引入“项目默认 SRP asset 自动生效”的隐式逻辑。
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- 不要再把 builtin 私有 native feature 包成 public managed API 方便调用。
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- 不要让 managed `ScriptableRenderContext.RecordScene(...)` 或任何 managed pass 录制 native scene injection point。
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- 不要再让 “null 选择” 默认落到 `ScriptableRenderPipelineHost`。
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- 不要把非通用产品层策略继续直接塞回 `BuiltinForwardPipeline`。
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- 不要让 `ScriptableRenderPipelineHost` 在 managed SRP 未支持或未录制某个 stage 时自动回退到 native backend;需要绘制时应通过 managed `ScriptableRenderContext` 显式调用 native draw 能力。
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- 不要让 renderer-backed SRP 继续继承 native planner 默认请求出来的 shadow/depth stage;需要这些 stage 时必须由 managed renderer / feature 显式请求并录制。
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## 8. 关键文件
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- `engine/src/Rendering/Internal/RenderPipelineFactory.cpp`
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- `engine/src/Rendering/Execution/RenderPipelineHost.cpp`
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- `engine/src/Rendering/Execution/CameraRenderer.cpp`
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- `engine/src/Rendering/Extraction/RenderSceneExtractor.cpp`
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- `engine/src/Rendering/Pipelines/BuiltinForwardPipeline.cpp`
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- `engine/src/Rendering/Pipelines/ScriptableRenderPipelineHost.cpp`
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- `engine/src/Scripting/Mono/MonoScriptRuntime.cpp`
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- `managed/XCEngine.ScriptCore/Rendering/Core/GraphicsSettings.cs`
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- `managed/XCEngine.ScriptCore/Rendering/Core/ScriptableRenderPipeline*.cs`
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- `managed/XCEngine.RenderPipelines.Universal/Rendering/Universal/*.cs`
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## 9. 当前验证点
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- `tests/scripting/test_project_script_assembly.cpp`
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运行时启动不会自动配置 `ProjectDefaultRenderPipelineAsset`。
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- `tests/Rendering/unit/test_camera_scene_renderer.cpp`
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无 managed 选择时默认走 builtin。
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设置 managed descriptor 后切到 `ScriptableRenderPipelineHost`。
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清空 managed descriptor 后退回 builtin。
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- `tests/scripting/test_mono_script_runtime.cpp`
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`ScriptableRenderContextPublicApiSurfaceUsesDirectContextModel` 保证 public managed surface 不再暴露 native scene injection / phase wrapper。
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`DefaultSceneRendererUsesManagedUniversalPipelineForPlannedMainSceneAndPostProcessRender` 保证 managed URP 通过显式 renderer/pass 录制主场景和后处理。
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`ManagedRenderContextExposes*ThroughRenderingData` 保证 managed renderer 可通过 `RenderingData` 观察 camera / lighting / shadow / environment / final color / stage color 数据。
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`ManagedStageRecorderRecordsMainSceneThroughScriptableRenderContext` 保证主场景通过 `ScriptableRenderContext` 的显式 draw 能力录制。
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`ScriptCoreUniversalRendererFeatureConfiguresCameraRequestPolicy` 保证 URP renderer feature 能通过产品层相机请求策略真正禁用 native 默认方向光阴影规划。
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## 10. 后续演进方向
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- 继续补齐 URP 上层组织能力,但不能破坏 builtin / programmable 的显式切换语义。
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- 如果未来继续向 Unity 收口,优先收口“入口语义”和“分层边界”,不要靠隐式 fallback 和私有桥接维持表面形似。
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## 过去几刀
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- 收回 managed native scene injection 公开面:渲染模块目标向 Unity SRP / URP 对齐,但 managed / URP 层仍公开 native builtin scene injection point 和 phase wrapper,导致产品层像是在组织 URP,实质上仍在调用 builtin 私有时序。
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- 移除 `ScriptableRenderContext.RecordSceneInjectionPoint(...)`、`RecordBefore/After*Injection(...)`、`RecordOpaque/Skybox/TransparentScenePhase(...)` 等 public managed API;移除对应 Mono internal call;`RecordScene()` / `RecordScenePhase(...)` 收回 internal。
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- 确立 managed 公开层只通过 `DrawRenderers(...)`、`DrawSkybox()`、`DrawOpaqueRenderers()`、`DrawTransparentRenderers()` 表达 native draw 能力;pass / feature / stage 的组织权归 managed SRP / URP。
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- `ScriptableRenderer` 统一驱动 renderer feature 的 frame-plan、scene-setup、directional-shadow execution 配置;`RendererBackedRenderPipelineAsset` 清掉 native 默认 optional stage 后再让 renderer / feature 显式请求。
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- `CameraRenderRequestContext.hasDirectionalShadow` 和 `ClearDirectionalShadow()` 从 ScriptCore public surface 收回 internal,避免 core public API 泄漏 native shadow 规划控制。
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- 收口 managed 相机请求策略顺序:`MonoManagedRenderPipelineAssetRuntime::ConfigureCameraRenderRequest` 先生成 native 默认方向光阴影基线给 managed / URP 观察,再按 managed 最终策略重算或清除,避免 `ClearDirectionalShadow()` 之后又被 native 默认规划补回。
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- 当时验证:`xcengine_managed_assemblies`、`scripting_tests` 构建通过;聚焦 `MonoScriptRuntimeTest` 12 项 SRP / URP / API surface 测试通过。
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- 收口 SRP 创建失败语义:`ManagedScriptableRenderPipelineAsset::CreatePipeline()` 在 managed runtime、backend asset 或 stage recorder 不可用时直接创建失败;`RenderPipelineFactory::CreateRenderPipelineOrDefault()` 不再在已解析 asset 创建失败后重新走 configured SRP 默认解析,而是明确退回 builtin fallback,避免 `ScriptableRenderPipelineHost` 带 native backend 冒充 managed SRP 成功。
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- Established the top-level selection rule: explicit null means built-in,
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explicit managed asset means SRP, and runtime startup must not silently assign
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`ProjectDefaultRenderPipelineAsset`.
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- Removed public managed native scene injection APIs such as
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`ScriptableRenderContext.RecordSceneInjectionPoint(...)`,
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`RecordBefore/After*Injection(...)`, and
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`RecordOpaque/Skybox/TransparentScenePhase(...)`.
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- Kept `RecordScene()` / `RecordScenePhase(...)` internal and made the public
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managed scene surface express draw operations through `DrawRenderers(...)`,
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`DrawSkybox()`, `DrawOpaqueRenderers()`, and
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`DrawTransparentRenderers()`.
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- Moved renderer-backed SRP stage ownership into `ScriptableRenderer`,
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`ScriptableRendererFeature`, and `ScriptableRenderPass`; renderer-backed
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assets clear native optional stage defaults before managed renderer/features
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explicitly request the stages they need.
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- Removed `CameraRenderRequestContext.hasDirectionalShadow` and
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`ClearDirectionalShadow()` from the ScriptCore public surface. Core keeps only
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internal bridge access, while URP policy belongs in renderer asset, renderer
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data, and feature code.
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- Reordered managed camera request policy so managed / URP first observes the
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native directional-shadow baseline, then the final managed policy recomputes
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or clears the request without native planning adding it back afterward.
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- Prevented URP default renderer feature factories from auto-injecting built-in
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private feature wrappers.
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- Tightened SRP creation failure semantics:
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`ManagedScriptableRenderPipelineAsset::CreatePipeline()` fails when managed
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runtime, backend asset, or stage recorder is unavailable; factory fallback
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then returns the built-in pipeline instead of letting
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`ScriptableRenderPipelineHost` impersonate a successful managed SRP.
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