コード例 #1
0
        void OnDisable()
        {
            ImGuiUn.SetUnityContext(_context);
            ImGuiIOPtr io = ImGui.GetIO();

            SetRenderer(null, io);
            SetPlatform(null, io);

            ImGuiUn.SetUnityContext(null);

            _context.textures.Shutdown();
            _context.textures.DestroyFontAtlas(io);

            if (_usingURP)
            {
                if (_renderFeature != null)
                {
                    _renderFeature.commandBuffer = null;
                }
            }
            else
            {
                if (_camera != null)
                {
                    _camera.RemoveCommandBuffer(CameraEvent.AfterEverything, _cmd);
                }
            }

            if (_cmd != null)
            {
                RenderUtils.ReleaseCommandBuffer(_cmd);
            }
            _cmd = null;
        }
コード例 #2
0
        void OnDisable()
        {
            ImGuiUn.SetUnityContext(_context);
            ImGuiIOPtr io = ImGui.GetIO();

            SetRenderer(null, io);
            SetPlatform(null, io);

            ImGuiUn.SetUnityContext(null);

            _context.textures.Shutdown();
            _context.textures.DestroyFontAtlas(io);

#if HAS_HDRP
            _usingHDRP = RenderUtils.IsUsingHDRP();
            if (_usingHDRP)
            {
                // I know... I know... using a goto, but in this instance it makes things a lot cleaner
                // due to the preprocessor directives and how unity has grouped things.
                goto PostCommandBufferTeardown;
            }
#endif

            if (_usingURP)
            {
                if (_renderFeature != null)
                {
                    _renderFeature.commandBuffer = null;
                }
            }
            else
            {
                if (_camera != null)
                {
                    _camera.RemoveCommandBuffer(CameraEvent.AfterEverything, _cmd);
                }
            }

PostCommandBufferTeardown:


            if (_cmd != null)
            {
                RenderUtils.ReleaseCommandBuffer(_cmd);
            }
            _cmd = null;
        }