Added additional config to CompilePass in IShaderCompiler
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@@ -57,7 +57,15 @@ internal class MeshRenderPass : IRenderPass
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for (var i = 0; i < shaderDescriptor.passes.Count; i++)
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{
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var pass = shaderDescriptor.passes[i];
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var compiled = ctx.ShaderCompiler.CompilePass(pass, shaderDescriptor.generatedCodePath).GetValueOrThrow();
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var config = new ShaderCompilationConfig
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{
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optimizeLevel = CompilerOptimizeLevel.O3,
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options = CompilerOption.KeepReflections,
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tier = CompilerTier.Tier2
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};
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var compiled = ctx.ShaderCompiler.CompilePass(pass, in config, shaderDescriptor.generatedCodePath).GetValueOrThrow();
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//if (pass is not FullPassDescriptor fullPass)
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//{
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// continue;
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