/// <summary>
        /// Initializes the blending material.
        /// </summary>
        private void InitializeMaterial()
        {
            // Create the blending material from the corresponding shader.
            blendingMaterial = new Material(GeneralToolkit.shaderRenderingDiskBlendedPerViewMeshes);
            // Store the color data.
            blendingMaterial.SetTexture(ColorTextureArray.shaderNameColorData, PMColorTextureArray.colorData);
            // Create two sets of textures: the target textures (rendered to every frame) and the stored textures (read from every frame).
            Vector2Int displayResolution = GeneralToolkit.GetCurrentDisplayResolution();

            GeneralToolkit.CreateRenderTexture(ref _targetColorTexture, displayResolution, 0, RenderTextureFormat.DefaultHDR, false, FilterMode.Point, TextureWrapMode.Clamp);
            GeneralToolkit.CreateRenderTexture(ref _targetDepthTexture, displayResolution, 24, RenderTextureFormat.Depth, true, FilterMode.Point, TextureWrapMode.Clamp);
            GeneralToolkit.CreateRenderTexture(ref _storedColorTexture, displayResolution, 0, RenderTextureFormat.DefaultHDR, false, FilterMode.Point, TextureWrapMode.Clamp);
            GeneralToolkit.CreateRenderTexture(ref _storedDepthTexture, displayResolution, 24, RenderTextureFormat.RFloat, true, FilterMode.Point, TextureWrapMode.Clamp);
            blendingMaterial.SetTexture(_shaderNameStoredColorTexture, _storedColorTexture);
            blendingMaterial.SetTexture(_shaderNameStoredDepthTexture, _storedDepthTexture);
        }