void OnEnable() { m_CommandBuffers = new Dictionary <Type, KeyValuePair <CameraEvent, CommandBuffer> >(); m_MaterialFactory = new MaterialFactory(); m_RenderTextureFactory = new RenderTextureFactory(); m_Context = new RetroLooksContext(); // Keep a list of all post-fx for automation purposes m_Components = new List <RetroLooksComponentBase>(); // Component list m_RetroBloom = AddComponent(new RetroBloomComponent()); // Prepare state observers m_ComponentStates = new Dictionary <RetroLooksComponentBase, bool>(); foreach (var component in m_Components) { m_ComponentStates.Add(component, false); } useGUILayout = false; }
public virtual void Init(RetroLooksContext pcontext, T pmodel) { context = pcontext; model = pmodel; }