namespace UnityEngine.PostProcessing; public class PostProcessingContext { public PostProcessingProfile profile; public Camera camera; public MaterialFactory materialFactory; public RenderTextureFactory renderTextureFactory; public bool interrupted { get; private set; } public bool isGBufferAvailable => camera.actualRenderingPath == RenderingPath.DeferredShading; public bool isHdr => camera.allowHDR; public int width => camera.pixelWidth; public int height => camera.pixelHeight; public Rect viewport => camera.rect; public void Interrupt() { interrupted = true; } public PostProcessingContext Reset() { profile = null; camera = null; materialFactory = null; renderTextureFactory = null; interrupted = false; return this; } }