1.修复了一些错误\n2.导入了URP的Sample
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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// This pass performs a blit from a source texture to a destination texture set up by the RendererFeature.
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public class DistortTunnelPass_CopyColor : ScriptableRenderPass
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{
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private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("DistortTunnelPass_CopyColor");
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private RTHandle m_Source;
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private RTHandle m_OutputHandle;
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public DistortTunnelPass_CopyColor(RenderPassEvent evt)
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{
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renderPassEvent = evt;
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}
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public void SetRTHandles(RTHandle src, ref RTHandle dest)
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{
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m_Source = src;
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m_OutputHandle = dest;
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}
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescripor)
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{
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ConfigureTarget(m_OutputHandle);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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var cameraData = renderingData.cameraData;
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if (cameraData.camera.cameraType != CameraType.Game)
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return;
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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Blitter.BlitCameraTexture(cmd, m_Source, m_OutputHandle, 0);
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}
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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CommandBufferPool.Release(cmd);
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}
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}
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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// This pass takes the outputs from the CopyColor pass and the Tunnel pass as inputs and blits them to the screen with a Material that creates the distortion effect.
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public class DistortTunnelPass_Distort : ScriptableRenderPass
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{
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private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("DistortTunnelPass_Distort");
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private Material m_Material;
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private RTHandle m_OutputHandle;
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public DistortTunnelPass_Distort(Material mat, RenderPassEvent evt)
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{
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renderPassEvent = evt;
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m_Material = mat;
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}
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public void SetRTHandles(ref RTHandle copyColorRT, ref RTHandle tunnelRT, RTHandle dest)
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{
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if (m_Material == null)
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return;
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m_OutputHandle = dest;
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m_Material.SetTexture(copyColorRT.name,copyColorRT);
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m_Material.SetTexture(tunnelRT.name,tunnelRT);
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}
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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ConfigureTarget(m_OutputHandle);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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var cameraData = renderingData.cameraData;
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if (cameraData.camera.cameraType != CameraType.Game)
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return;
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if (m_Material == null)
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return;
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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Blitter.BlitCameraTexture(cmd, m_OutputHandle, m_OutputHandle, m_Material, 0);
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}
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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CommandBufferPool.Release(cmd);
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}
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}
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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// This pass renders a certain object (object called "Tunnel" in this sample) to an RTHandle set by the Renderer Feature.
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public class DistortTunnelPass_Tunnel : ScriptableRenderPass
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{
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private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("DistortTunnelPass_Tunnel");
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private RTHandle m_OutputHandle;
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private Renderer m_TunnelObject;
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public DistortTunnelPass_Tunnel(RenderPassEvent evt)
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{
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renderPassEvent = evt;
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// Get the "Tunnel" renderer object from the scene
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SetTunnelObject();
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}
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private void SetTunnelObject()
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{
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if (m_TunnelObject != null)
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return;
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var tunnelGO = GameObject.Find("Tunnel");
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if (tunnelGO != null)
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m_TunnelObject = tunnelGO.GetComponent<Renderer>();
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}
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public void SetRTHandles(ref RTHandle dest)
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{
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m_OutputHandle = dest;
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}
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescripor)
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{
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ConfigureTarget(m_OutputHandle);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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var cameraData = renderingData.cameraData;
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if (cameraData.camera.cameraType != CameraType.Game)
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return;
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if (!m_TunnelObject)
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return;
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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cmd.DrawRenderer(m_TunnelObject, m_TunnelObject.sharedMaterial,0,0);
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}
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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}
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}
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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// This Renderer Feature creates and stores all the RTHandles for the final effect.
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// The RTHandles are being set as input or output for the 3 passes:
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// 1. CopyColor pass: Blit the screen color texture to an RTHandle.
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// 2. Tunnel pass: Render a "tunnel" object from the scene to another RTHandle.
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// 3. Distort pass: Uses the two RTHandles to create the final effect, and blits the result back to screen.
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public class DistortTunnelRendererFeature : ScriptableRendererFeature
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{
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public RenderPassEvent passEvent = RenderPassEvent.AfterRenderingSkybox;
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public Shader distortShader;
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private Material m_DistortMaterial;
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private DistortTunnelPass_CopyColor m_CopyColorPass;
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private DistortTunnelPass_Tunnel m_TunnelPass;
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private DistortTunnelPass_Distort m_DistortPass;
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private RTHandle m_CopyColorTexHandle;
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private const string k_CopyColorTexName = "_TunnelDistortBgTexture";
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private RTHandle m_TunnelTexHandle;
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private const string k_TunnelTexName = "_TunnelDistortTexture";
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public override void Create()
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{
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m_CopyColorPass = new DistortTunnelPass_CopyColor(passEvent);
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m_TunnelPass = new DistortTunnelPass_Tunnel(passEvent);
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m_DistortMaterial = CoreUtils.CreateEngineMaterial(distortShader);
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m_DistortPass = new DistortTunnelPass_Distort(m_DistortMaterial, passEvent);
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
|
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if (renderingData.cameraData.cameraType != CameraType.Game)
|
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return;
|
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renderer.EnqueuePass(m_CopyColorPass);
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renderer.EnqueuePass(m_TunnelPass);
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renderer.EnqueuePass(m_DistortPass);
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}
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public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
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{
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if (renderingData.cameraData.cameraType != CameraType.Game)
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return;
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//Create RTHandles
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var desc = renderingData.cameraData.cameraTargetDescriptor;
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desc.depthBufferBits = 0;
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desc.msaaSamples = 1;
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RenderingUtils.ReAllocateIfNeeded(ref m_CopyColorTexHandle, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: k_CopyColorTexName );
|
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RenderingUtils.ReAllocateIfNeeded(ref m_TunnelTexHandle, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: k_TunnelTexName );
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// Provide the necessary RTHandles to the passes
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m_CopyColorPass.SetRTHandles(renderer.cameraColorTargetHandle,ref m_CopyColorTexHandle);
|
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m_TunnelPass.SetRTHandles(ref m_TunnelTexHandle);
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m_DistortPass.SetRTHandles(ref m_CopyColorTexHandle,ref m_TunnelTexHandle,renderer.cameraColorTargetHandle);
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}
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protected override void Dispose(bool disposing)
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{
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CoreUtils.Destroy(m_DistortMaterial);
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m_DistortPass = null;
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m_TunnelPass = null;
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m_CopyColorPass = null;
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m_CopyColorTexHandle?.Release();
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m_TunnelTexHandle?.Release();
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}
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}
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Reference in New Issue
Block a user