internal void Unregister(PostProcessVolume volume) { int layer = volume.gameObject.layer; Unregister(volume, layer); }
internal void UpdateVolumeLayer(PostProcessVolume volume, int prevLayer, int newLayer) { Assert.IsTrue(prevLayer >= 0 && prevLayer <= k_MaxLayerCount, "Invalid layer bit"); Unregister(volume, prevLayer); Register(volume, newLayer); }