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path: root/UnityEngine.PostProcessing/MaterialFactory.cs
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using System;
using System.Collections.Generic;

namespace UnityEngine.PostProcessing;

public sealed class MaterialFactory : IDisposable
{
	private Dictionary<string, Material> m_Materials;

	public MaterialFactory()
	{
		m_Materials = new Dictionary<string, Material>();
	}

	public Material Get(string shaderName)
	{
		if (!m_Materials.TryGetValue(shaderName, out var value))
		{
			Shader shader = Shader.Find(shaderName);
			if (shader == null)
			{
				throw new ArgumentException($"Shader not found ({shaderName})");
			}
			Material material = new Material(shader);
			material.name = string.Format("PostFX - {0}", shaderName.Substring(shaderName.LastIndexOf("/") + 1));
			material.hideFlags = HideFlags.DontSave;
			value = material;
			m_Materials.Add(shaderName, value);
		}
		return value;
	}

	public void Dispose()
	{
		Dictionary<string, Material>.Enumerator enumerator = m_Materials.GetEnumerator();
		while (enumerator.MoveNext())
		{
			Material value = enumerator.Current.Value;
			GraphicsUtils.Destroy(value);
		}
		m_Materials.Clear();
	}
}