private void OnEnable()
        {
#if UNITY_STANDALONE_WIN
            if (SoftEffects.debuglog)
            {
                Debug.Log("<<<<<<<<<<<<<<  SoftEffects enable - Unity Stand Alone Windows - >>>>>>>>>>>>");
            }
#elif UNITY_IOS
            if (SoftEffects.debuglog)
            {
                Debug.Log("<<<<<<<<<<<<<<  SoftEffects enable - Unity IOS - >>>>>>>>>>>>");
            }
#elif UNITY_STANDALONE_OSX
            if (SoftEffects.debuglog)
            {
                Debug.Log("<<<<<<<<<<<<<<  SoftEffects enable - Unity Stand Alone OSX - >>>>>>>>>>>>");
            }
#elif UNITY_STANDALONE_LINUX
            if (SoftEffects.debuglog)
            {
                Debug.Log("<<<<<<<<<<<<<<  SoftEffects enable - Unity Stand Alone Linux - >>>>>>>>>>>>");
            }
#elif UNITY_ANDROID
            if (SoftEffects.debuglog)
            {
                Debug.Log("<<<<<<<<<<<<<<  SoftEffects enable - Unity ANDROID - >>>>>>>>>>>>");
            }
#endif
            cb = new CBuffers();
            if (faceOptions != null)
            {
                faceOptions.IsCombinedDirty = true;
            }
            AdjustTextureOnLine();
        }
        /// <summary>
        /// Create Soft Font, Soft Font Material, Soft Font Texture from SoftEffect Settings,
        /// </summary>
        /// <param name="font"></param>
        public override void AdjustTextureOnLine()
        {
            if (!eShader || eShader == null)
            {
                FindComputeShader();
            }
            if (!eShader || eShader == null)
            {
                return;
            }

            if (!SoftFont || !SoftFont.material)
            {
                if (SoftEffects.debuglog)
                {
                    Debug.LogError("SoftFont is missing. Create SoftFont bevore.");
                }
                return;
            }

            if (!faceOptions.mainTexture || faceOptions.mainTexture == null)
            {
                if (SoftEffects.debuglog)
                {
                    Debug.LogError("Edit texture is missing. Create or rebuild.");
                }
                return;
            }

            if (cb == null)
            {
                cb = new CBuffers();
            }
            if (gpuWorker == null)
            {
                gpuWorker = new GPUWorker(eShader);
            }

            RenderNewTextures(gpuWorker, false);

            //2 Set new gpu rendered texture to font
            GetComponent <Text>().material = null;
            GetComponent <Text>().material = SoftFont.material;
        }