void OnDestroy() { if (peblist != null) { for (int i = 0; i < peblist.Count; i++) { peblist[i].OnDispose(); } peblist.Clear(); RenderTexturePool.ReleaseAll(); } postEffect = null; }
void OnDestroy() { if (peblist != null) { for (int i = 0; i < peblist.Count; i++) { peblist[i].OnDispose(); } peblist.Clear(); RenderTexturePool.ReleaseAll(); } postEffect = null; }