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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;
}
}
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