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m_blitMaterial = new Material(m_FinalPassShader); |
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m_blitMaterial.hideFlags = HideFlags.HideAndDontSave; |
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lightList = null; |
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} |
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void OnDisable() |
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void ResizeIfNecessary(int curWidth, int curHeight) |
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{ |
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if(curWidth!=m_WidthOnRecord || curHeight!=m_HeightOnRecord) |
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if(curWidth!=m_WidthOnRecord || curHeight!=m_HeightOnRecord || lightList == null) |
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{ |
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if(m_WidthOnRecord>0 && m_HeightOnRecord>0) |
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ReleaseResolutionDependentBuffers(); |
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