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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@@ -61,6 +61,13 @@ namespace XCEngine.Rendering.Universal
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return GetPipelineRendererAssetKey();
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}
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internal string GetCameraFrameStandalonePassAssetKeyInstance(
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CameraFrameStage stage)
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{
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return GetCameraFrameStandalonePassAssetKey(
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stage);
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}
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internal int GetRuntimeStateVersionInstance()
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{
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return m_runtimeStateVersion;
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@@ -153,6 +160,12 @@ namespace XCEngine.Rendering.Universal
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return string.Empty;
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}
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protected virtual string GetCameraFrameStandalonePassAssetKey(
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CameraFrameStage stage)
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{
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return string.Empty;
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}
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protected virtual ScriptableRendererFeature[] CreateRendererFeatures()
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{
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return Array.Empty<ScriptableRendererFeature>();
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