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
This commit is contained in:
2026-04-21 02:38:56 +08:00
parent bfc4b90ce6
commit e2b2df4c8f
16 changed files with 544 additions and 14 deletions

View File

@@ -50,13 +50,19 @@ ManagedScriptableRenderPipelineAsset::ResolvePipelineRendererAsset() const {
ScriptableRenderPipelineHostAsset
ManagedScriptableRenderPipelineAsset::CreateExecutionHostAsset() const {
const std::shared_ptr<const ManagedRenderPipelineAssetRuntime> runtime =
ResolveManagedAssetRuntime();
if (const std::shared_ptr<const RenderPipelineAsset> pipelineRendererAsset =
ResolvePipelineRendererAsset();
pipelineRendererAsset != nullptr) {
return ScriptableRenderPipelineHostAsset(pipelineRendererAsset);
return ScriptableRenderPipelineHostAsset(
pipelineRendererAsset,
runtime);
}
return ScriptableRenderPipelineHostAsset();
return ScriptableRenderPipelineHostAsset(
nullptr,
runtime);
}
std::unique_ptr<RenderPipeline> ManagedScriptableRenderPipelineAsset::CreatePipeline() const {