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using System;
using System.Collections.Generic;
namespace UnityEngine.PostProcessing
{
using UnityObject = Object;
public sealed class MaterialFactory : IDisposable
{
Dictionary<string, Material> m_Materials;
public MaterialFactory()
{
m_Materials = new Dictionary<string, Material>();
}
public Material Get(string shaderName)
{
Material material;
if (!m_Materials.TryGetValue(shaderName, out material))
{
var shader = Shader.Find(shaderName);
if (shader == null)
throw new ArgumentException(string.Format("Shader not found ({0})", shaderName));
material = new Material(shader)
{
name = string.Format("PostFX - {0}", shaderName.Substring(shaderName.LastIndexOf("/") + 1)),
hideFlags = HideFlags.DontSave
};
m_Materials.Add(shaderName, material);
}
return material;
}
public void Dispose()
{
var enumerator = m_Materials.GetEnumerator();
while (enumerator.MoveNext())
{
var material = enumerator.Current.Value;
GraphicsUtils.Destroy(material);
}
m_Materials.Clear();
}
}
}