I am able to add shader variants to a ShaderVariantCollection to be warmed by passing in a ShaderVariant struct with the following format -
//
// Summary:
// Shader to use in this variant.
public Shader shader;
//
// Summary:
// Pass type to use in this variant.
public PassType passType;
//
// Summary:
// Array of shader keywords to use in this variant.
public string[ ] keywords;
But what if the LightMode tag is something other than what is included in the PassType enum (as is often the case with new shaders, for example VFX Graph)? Or if it is a named pass without a light mode tag?