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fix shader error in urp by removing unnecessary passes
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ZEDCamera/Assets/SDK/Helpers/Shaders/Lighting/ZED_Forward_Lighting_URP.shader

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@@ -160,17 +160,6 @@ Shader "ZED/ZED Forward Lighting URP"
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#endif
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ENDHLSL
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}
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// Used for rendering shadowmaps
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UsePass "Universal Render Pipeline/Lit/ShadowCaster"
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// Used for depth prepass
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// If shadows cascade are enabled we need to perform a depth prepass.
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// We also need to use a depth prepass in some cases camera require depth texture
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// (e.g, MSAA is enabled and we can't resolve with Texture2DMS
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UsePass "Universal Render Pipeline/Lit/DepthOnly"
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// Used for Baking GI. This pass is stripped from build.
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UsePass "Universal Render Pipeline/Lit/Meta"
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}
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