PostProcessPass.cs
using System;
namespace UnityEngine.Rendering.Universal
{
internal abstract class PostProcessPass : ScriptableRenderPass, IDisposable
{
VolumeStack m_VolumeStackOverride;
public VolumeStack volumeStack
{
get{
if (m_VolumeStackOverride == null)
{
return VolumeManager.instance.stack;
}
else
{
return m_VolumeStackOverride;
}
}
}
public VolumeStack volumeStackOverride
{
set { m_VolumeStackOverride = value; }
}
public abstract void Dispose();
}
}