refactor(srp): move shadow caster stage selection into managed urp
- add standalone pass asset factories for camera frame stages\n- let managed pipeline assets declare stage pass asset keys\n- make universal renderer data explicitly own the builtin shadow caster stage
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@@ -31,7 +31,8 @@ bool TryRecordCameraFrameStageStandaloneRenderGraphPass(
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RenderPass* const standaloneStagePass =
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ResolveCameraFrameStandaloneStagePass(
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stageState.stage,
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builder.executionState);
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builder.executionState,
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context.plan.request.rendererIndex);
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if (standaloneStagePass == nullptr ||
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!standaloneStagePass->SupportsRenderGraph()) {
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handled = false;
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@@ -217,9 +217,12 @@ RenderSceneData BuildCameraFrameStandaloneStageSceneData(
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RenderPass* ResolveCameraFrameStandaloneStagePass(
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CameraFrameStage stage,
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CameraFrameExecutionState& executionState) {
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CameraFrameExecutionState& executionState,
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int32_t rendererIndex) {
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return executionState.pipeline != nullptr
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? executionState.pipeline->GetCameraFrameStandalonePass(stage)
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? executionState.pipeline->GetCameraFrameStandalonePass(
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stage,
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rendererIndex)
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: nullptr;
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}
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@@ -256,7 +259,8 @@ bool ExecuteCameraFrameRecordedStagePass(
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RenderPass* const standaloneStagePass =
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ResolveCameraFrameStandaloneStagePass(
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stage,
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executionState);
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executionState,
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context.plan.request.rendererIndex);
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return ExecuteCameraFrameStandaloneStagePass(
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standaloneStagePass,
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context.plan.request.context,
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@@ -47,7 +47,8 @@ RenderSceneData BuildCameraFrameStandaloneStageSceneData(
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RenderPass* ResolveCameraFrameStandaloneStagePass(
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CameraFrameStage stage,
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CameraFrameExecutionState& executionState);
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CameraFrameExecutionState& executionState,
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int32_t rendererIndex);
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bool InitializeCameraFrameStandaloneStagePass(
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RenderPass* pass,
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