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