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using System;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering.PostProcessing
{
/// <summary>
/// A tuple-like class that holds reference to an effect settings and its associated attribute
/// and renderer.
/// </summary>
public sealed class PostProcessBundle
{
/// <summary>
/// The attribute set on the effect.
/// </summary>
public PostProcessAttribute attribute { get; private set; }
/// <summary>
/// The settings for the effect.
/// </summary>
public PostProcessEffectSettings settings { get; private set; }
internal PostProcessEffectRenderer renderer
{
get
{
if (m_Renderer == null)
{
Assert.IsNotNull(attribute.renderer);
var rendererType = attribute.renderer;
m_Renderer = (PostProcessEffectRenderer)Activator.CreateInstance(rendererType);
m_Renderer.SetSettings(settings);
m_Renderer.Init();
}
return m_Renderer;
}
}
PostProcessEffectRenderer m_Renderer;
internal PostProcessBundle(PostProcessEffectSettings settings)
{
// If settings is null, it means that at some point a null element has been added to
// the volume effect list or there was a deserialization error and a reference to
// the settings scriptableobject was lost
Assert.IsNotNull(settings);
this.settings = settings;
attribute = settings.GetType().GetAttribute<PostProcessAttribute>();
}
internal void Release()
{
if (m_Renderer != null)
m_Renderer.Release();
RuntimeUtilities.Destroy(settings);
}
internal void ResetHistory()
{
if (m_Renderer != null)
m_Renderer.ResetHistory();
}
internal T CastSettings<T>()
where T : PostProcessEffectSettings
{
return (T)settings;
}
internal T CastRenderer<T>()
where T : PostProcessEffectRenderer
{
return (T)renderer;
}
}
}