252 lines
9.4 KiB
C#
252 lines
9.4 KiB
C#
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using System;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.SceneManagement;
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namespace UnityEditor.ShaderGraph.Drawing
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{
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class MaterialGraphPreviewGenerator : IDisposable
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{
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private readonly Scene m_Scene;
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static Mesh s_Quad;
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private Camera m_Camera;
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private Light Light0 { get; set; }
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private Light Light1 { get; set; }
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private Material m_CheckerboardMaterial;
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private static readonly Mesh[] s_Meshes = { null, null, null, null, null };
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private static readonly GUIContent[] s_MeshIcons = { null, null, null, null, null };
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private static readonly GUIContent[] s_LightIcons = { null, null };
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private static readonly GUIContent[] s_TimeIcons = { null, null };
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protected static GameObject CreateLight()
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{
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GameObject lightGO = EditorUtility.CreateGameObjectWithHideFlags("PreRenderLight", HideFlags.HideAndDontSave, typeof(Light));
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var light = lightGO.GetComponent<Light>();
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light.type = LightType.Directional;
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light.intensity = 1.0f;
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light.enabled = false;
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return lightGO;
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}
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public MaterialGraphPreviewGenerator()
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{
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m_Scene = EditorSceneManager.NewPreviewScene();
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var camGO = EditorUtility.CreateGameObjectWithHideFlags("Preview Scene Camera", HideFlags.HideAndDontSave, typeof(Camera));
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SceneManager.MoveGameObjectToScene(camGO, m_Scene);
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m_Camera = camGO.GetComponent<Camera>();
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EditorUtility.SetCameraAnimateMaterials(m_Camera, true);
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m_Camera.cameraType = CameraType.Preview;
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m_Camera.enabled = false;
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m_Camera.clearFlags = CameraClearFlags.Depth;
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m_Camera.fieldOfView = 15;
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m_Camera.farClipPlane = 10.0f;
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m_Camera.nearClipPlane = 2.0f;
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m_Camera.backgroundColor = new Color(49.0f / 255.0f, 49.0f / 255.0f, 49.0f / 255.0f, 1.0f);
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// Explicitly use forward rendering for all previews
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// (deferred fails when generating some static previews at editor launch; and we never want
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// vertex lit previews if that is chosen in the player settings)
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m_Camera.renderingPath = RenderingPath.Forward;
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m_Camera.useOcclusionCulling = false;
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m_Camera.scene = m_Scene;
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var l0 = CreateLight();
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SceneManager.MoveGameObjectToScene(l0, m_Scene);
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//previewScene.AddGameObject(l0);
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Light0 = l0.GetComponent<Light>();
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var l1 = CreateLight();
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SceneManager.MoveGameObjectToScene(l1, m_Scene);
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//previewScene.AddGameObject(l1);
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Light1 = l1.GetComponent<Light>();
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Light0.color = new Color(0.769f, 0.769f, 0.769f, 1); // SceneView.kSceneViewFrontLight
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Light1.transform.rotation = Quaternion.Euler(340, 218, 177);
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Light1.color = new Color(.4f, .4f, .45f, 0f) * .7f;
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m_CheckerboardMaterial = new Material(Shader.Find("Hidden/Checkerboard"));
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m_CheckerboardMaterial.shader.hideFlags = HideFlags.HideAndDontSave;
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m_CheckerboardMaterial.hideFlags = HideFlags.HideAndDontSave;
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if (s_Meshes[0] == null)
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{
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var handleGo = (GameObject)EditorGUIUtility.LoadRequired("Previews/PreviewMaterials.fbx");
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// @TODO: temp workaround to make it not render in the scene
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handleGo.SetActive(false);
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foreach (Transform t in handleGo.transform)
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{
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var meshFilter = t.GetComponent<MeshFilter>();
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switch (t.name)
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{
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case "sphere":
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s_Meshes[0] = meshFilter.sharedMesh;
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break;
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case "cube":
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s_Meshes[1] = meshFilter.sharedMesh;
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break;
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case "cylinder":
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s_Meshes[2] = meshFilter.sharedMesh;
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break;
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case "torus":
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s_Meshes[3] = meshFilter.sharedMesh;
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break;
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default:
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Debug.LogWarning("Something is wrong, weird object found: " + t.name);
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break;
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}
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}
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s_MeshIcons[0] = EditorGUIUtility.IconContent("PreMatSphere");
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s_MeshIcons[1] = EditorGUIUtility.IconContent("PreMatCube");
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s_MeshIcons[2] = EditorGUIUtility.IconContent("PreMatCylinder");
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s_MeshIcons[3] = EditorGUIUtility.IconContent("PreMatTorus");
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s_MeshIcons[4] = EditorGUIUtility.IconContent("PreMatQuad");
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s_LightIcons[0] = EditorGUIUtility.IconContent("PreMatLight0");
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s_LightIcons[1] = EditorGUIUtility.IconContent("PreMatLight1");
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s_TimeIcons[0] = EditorGUIUtility.IconContent("PlayButton");
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s_TimeIcons[1] = EditorGUIUtility.IconContent("PauseButton");
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Mesh quadMesh = Resources.GetBuiltinResource(typeof(Mesh), "Quad.fbx") as Mesh;
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s_Meshes[4] = quadMesh;
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}
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}
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public static Mesh quad
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{
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get
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{
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if (s_Quad != null)
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return s_Quad;
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var vertices = new[]
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{
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new Vector3(-1f, -1f, 0f),
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new Vector3(1f, 1f, 0f),
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new Vector3(1f, -1f, 0f),
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new Vector3(-1f, 1f, 0f)
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};
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var uvs = new[]
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{
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new Vector2(0f, 0f),
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new Vector2(1f, 1f),
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new Vector2(1f, 0f),
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new Vector2(0f, 1f)
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};
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var indices = new[] { 0, 1, 2, 1, 0, 3 };
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s_Quad = new Mesh
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{
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vertices = vertices,
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uv = uvs,
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triangles = indices
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};
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s_Quad.RecalculateNormals();
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s_Quad.RecalculateBounds();
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return s_Quad;
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}
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}
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public void DoRenderPreview(RenderTexture renderTexture, Material mat, Mesh mesh, PreviewMode mode, bool allowSRP, float time, MaterialPropertyBlock properties = null)
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{
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if (mat == null || mat.shader == null)
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return;
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m_Camera.targetTexture = renderTexture;
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if (mode == PreviewMode.Preview3D)
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{
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m_Camera.transform.position = -Vector3.forward * 5;
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m_Camera.transform.rotation = Quaternion.identity;
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m_Camera.orthographic = false;
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}
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else
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{
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m_Camera.transform.position = -Vector3.forward * 2;
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m_Camera.transform.rotation = Quaternion.identity;
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m_Camera.orthographicSize = 1;
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m_Camera.orthographic = true;
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}
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m_Camera.targetTexture = renderTexture;
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var previousRenderTexure = RenderTexture.active;
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RenderTexture.active = renderTexture;
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GL.Clear(true, true, Color.black);
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Graphics.Blit(Texture2D.whiteTexture, renderTexture, m_CheckerboardMaterial);
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EditorUtility.SetCameraAnimateMaterialsTime(m_Camera, time);
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Light0.enabled = true;
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Light0.intensity = 1.0f;
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Light0.transform.rotation = Quaternion.Euler(50f, 50f, 0);
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Light1.enabled = true;
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Light1.intensity = 1.0f;
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m_Camera.clearFlags = CameraClearFlags.Depth;
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Mesh previewMesh = mesh == null ? s_Meshes[0] : mesh;
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Graphics.DrawMesh(
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mode == PreviewMode.Preview3D ? previewMesh : quad,
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mode == PreviewMode.Preview3D ? Matrix4x4.TRS(-previewMesh.bounds.center, Quaternion.identity, Vector3.one) : Matrix4x4.identity,
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mat,
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1,
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m_Camera,
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0,
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properties,
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ShadowCastingMode.Off,
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false,
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null,
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false);
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var oldAllowPipes = Unsupported.useScriptableRenderPipeline;
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Unsupported.useScriptableRenderPipeline = allowSRP;
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m_Camera.Render();
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Unsupported.useScriptableRenderPipeline = oldAllowPipes;
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RenderTexture.active = previousRenderTexure;
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Light0.enabled = false;
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Light1.enabled = false;
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}
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public void Dispose()
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{
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if (Light0 != null)
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{
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UnityEngine.Object.DestroyImmediate(Light0.gameObject);
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Light0 = null;
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}
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if (Light1 != null)
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{
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UnityEngine.Object.DestroyImmediate(Light1.gameObject);
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Light1 = null;
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}
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if (m_Camera != null)
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{
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UnityEngine.Object.DestroyImmediate(m_Camera.gameObject);
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m_Camera = null;
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}
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if (m_CheckerboardMaterial != null)
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{
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UnityEngine.Object.DestroyImmediate(m_CheckerboardMaterial);
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m_CheckerboardMaterial = null;
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}
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EditorSceneManager.ClosePreviewScene(m_Scene);
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}
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}
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}
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