remove unnecessary nesting from render pipeline settings
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@@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering;
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@@ -12,11 +11,11 @@ namespace EscapeRoomEngine.Portal.Runtime
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{
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{
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private RenderStateBlock _renderStateBlock;
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private RenderStateBlock _renderStateBlock;
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private readonly Settings _settings;
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private readonly LayerMask _layers;
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public PortalRenderPass(Settings settings)
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public PortalRenderPass(LayerMask layers)
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{
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{
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_settings = settings;
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_layers = layers;
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renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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_renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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_renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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@@ -33,24 +32,18 @@ namespace EscapeRoomEngine.Portal.Runtime
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},
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},
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ref renderingData, sortingCriteria);
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ref renderingData, sortingCriteria);
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var filteringSettings = new FilteringSettings(RenderQueueRange.opaque, _settings.layer);
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var filteringSettings = new FilteringSettings(RenderQueueRange.opaque, _layers);
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context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings, ref _renderStateBlock);
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context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings, ref _renderStateBlock);
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}
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}
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}
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}
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private PortalRenderPass _portalPass;
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private PortalRenderPass _portalPass;
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[Serializable]
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public LayerMask layers;
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public class Settings
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{
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public LayerMask layer;
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}
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public Settings settings = new();
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public override void Create()
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public override void Create()
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{
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{
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_portalPass = new PortalRenderPass(settings);
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_portalPass = new PortalRenderPass(layers);
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}
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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