internal void Dispose() { punctualShadowAtlas.Release(); if (ShaderConfig.s_AreaLights == 1) { areaShadowAtlas.Release(); } }
internal void Cleanup(RenderGraph renderGraph) { punctualShadowAtlas.Release(renderGraph); if (ShaderConfig.s_AreaLights == 1) { areaShadowAtlas.Release(renderGraph); } }