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;
 }