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