initial commit
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityStandardAssets.CinematicEffects
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{
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public class RenderTextureUtility
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{
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//Temporary render texture handling
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private List<RenderTexture> m_TemporaryRTs = new List<RenderTexture>();
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public RenderTexture GetTemporaryRenderTexture(int width, int height, int depthBuffer = 0, RenderTextureFormat format = RenderTextureFormat.ARGBHalf, FilterMode filterMode = FilterMode.Bilinear)
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{
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var rt = RenderTexture.GetTemporary(width, height, depthBuffer, format);
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rt.filterMode = filterMode;
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rt.wrapMode = TextureWrapMode.Clamp;
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rt.name = "RenderTextureUtilityTempTexture";
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m_TemporaryRTs.Add(rt);
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return rt;
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}
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public void ReleaseTemporaryRenderTexture(RenderTexture rt)
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{
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if (rt == null)
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return;
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if (!m_TemporaryRTs.Contains(rt))
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{
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Debug.LogErrorFormat("Attempting to remove texture that was not allocated: {0}", rt);
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return;
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}
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m_TemporaryRTs.Remove(rt);
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RenderTexture.ReleaseTemporary(rt);
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}
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public void ReleaseAllTemporaryRenderTextures()
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{
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for (int i = 0; i < m_TemporaryRTs.Count; ++i)
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RenderTexture.ReleaseTemporary(m_TemporaryRTs[i]);
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m_TemporaryRTs.Clear();
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}
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}
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}
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