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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@@ -32,6 +32,20 @@ namespace XCEngine.Rendering.Universal
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return "BuiltinForward";
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}
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protected override string GetCameraFrameStandalonePassAssetKey(
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CameraFrameStage stage)
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{
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switch (stage)
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{
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case CameraFrameStage.ShadowCaster:
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return "BuiltinShadowCaster";
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default:
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return base
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.GetCameraFrameStandalonePassAssetKey(
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stage);
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}
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}
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internal UniversalMainSceneData GetMainSceneInstance()
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{
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if (mainScene == null)
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