public void Cleanup(RenderGraph renderGraph) { m_ShadowDataBuffer.Dispose(); m_DirectionalShadowDataBuffer.Dispose(); if (m_MaxShadowRequests == 0) { return; } m_Atlas.Release(renderGraph); if (ShaderConfig.s_AreaLights == 1) { m_AreaLightShadowAtlas.Release(renderGraph); } m_CascadeAtlas.Release(renderGraph); CoreUtils.Destroy(m_ClearShadowMaterial); cachedShadowManager.Cleanup(renderGraph); m_GlobalShaderVariables.Release(); }