Formalize cubemap skybox pipeline across backends
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@@ -516,7 +516,7 @@ RHI::RHIResourceView* BuiltinForwardPipeline::ResolveTextureView(
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const Resources::Material* material = ResolveMaterial(visibleItem);
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const Resources::Texture* texture = ResolveTexture(material);
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RHI::RHIResourceView* textureView = ResolveTextureView(texture);
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return textureView != nullptr ? textureView : m_fallbackTextureView;
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return textureView != nullptr ? textureView : m_fallbackTexture2DView;
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}
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BuiltinForwardPipeline::LightingConstants BuiltinForwardPipeline::BuildLightingConstants(
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@@ -651,7 +651,7 @@ bool BuiltinForwardPipeline::DrawVisibleItem(
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RHI::RHIResourceView* shadowMapTextureView = sceneData.lighting.HasMainDirectionalShadow()
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? sceneData.lighting.mainDirectionalShadow.shadowMap
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: m_fallbackTextureView;
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: m_fallbackTexture2DView;
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if (passLayout->shadowMapTexture.IsValid() && shadowMapTextureView == nullptr) {
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return false;
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}
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