Commit d5ddc79
[RPW] Switch to BuiltIn only when we plan to do it
https://jira.unity3d.com/browse/UUM-67156
Before this change when we switched from URP to HDRP or vice versa we set globalRenderPipeline for the Shader systems twice.
First we set `Shader.globalRenderPipeline = string.Empty` from destructor of the previous RP so we go from RP to BuiltIn.
Then when we create RP we set `Shader.globalRenderPipeline = "RPName"` and we go from BuiltIn to RP.
Each set of the globalRenderPipeline tag call `void Shader::SetGlobalRenderPipeline(const core::string& name) {}` and reload shaders.
Now if we switch from any SRP to any SRP we will avoid intermediate step where we set an empty string to the `Shader.globalRenderPipeline` by checking `GraphicsSettings.currentRenderPipeline`1 parent 86231e4 commit d5ddc79
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- com.unity.render-pipelines.high-definition/Runtime/RenderPipeline
- com.unity.render-pipelines.universal/Runtime
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