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void UnRegisterDebug() |
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{ |
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if (m_camera == null) return; |
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if (m_camera == null) |
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return; |
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if (m_IsDebugRegistered) |
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{ |
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// When LDR, unity render in 8bitSRGB, then do a final shader with sRGB conversion
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// What should be done is just in our Post process we convert to sRGB and store in a linear 10bit, but require C++ change...
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m_camera = GetComponent<Camera>(); |
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if (m_camera == null) return; |
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if (m_camera == null) |
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return; |
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m_camera.allowHDR = false; |
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// Tag as dirty so frameSettings are correctly initialize at next HDRenderPipeline.Render() call
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