462 lines
16 KiB
C#
462 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.Assertions;
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namespace UnityEngine.Rendering.PostProcessing
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{
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/// <summary>
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/// This manager tracks all volumes in the scene and does all the interpolation work. It is
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/// automatically created as soon as Post-processing is active in a scene.
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/// </summary>
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public sealed class PostProcessManager
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{
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static PostProcessManager s_Instance;
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/// <summary>
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/// The current singleton instance of <see cref="PostProcessManager"/>.
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/// </summary>
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public static PostProcessManager instance
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{
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get
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{
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if (s_Instance == null)
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s_Instance = new PostProcessManager();
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return s_Instance;
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}
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}
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const int k_MaxLayerCount = 32; // Max amount of layers available in Unity
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readonly Dictionary<int, List<PostProcessVolume>> m_SortedVolumes;
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readonly List<PostProcessVolume> m_Volumes;
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readonly Dictionary<int, bool> m_SortNeeded;
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readonly List<PostProcessEffectSettings> m_BaseSettings;
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readonly List<Collider> m_TempColliders;
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/// <summary>
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/// This dictionary maps all <see cref="PostProcessEffectSettings"/> available to their
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/// corresponding <see cref="PostProcessAttribute"/>. It can be used to list all loaded
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/// builtin and custom effects.
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/// </summary>
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public readonly Dictionary<Type, PostProcessAttribute> settingsTypes;
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PostProcessManager()
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{
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m_SortedVolumes = new Dictionary<int, List<PostProcessVolume>>();
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m_Volumes = new List<PostProcessVolume>();
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m_SortNeeded = new Dictionary<int, bool>();
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m_BaseSettings = new List<PostProcessEffectSettings>();
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m_TempColliders = new List<Collider>(5);
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settingsTypes = new Dictionary<Type, PostProcessAttribute>();
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ReloadBaseTypes();
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}
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#if UNITY_EDITOR
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// Called every time Unity recompile scripts in the editor. We need this to keep track of
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// any new custom effect the user might add to the project
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[UnityEditor.Callbacks.DidReloadScripts]
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static void OnEditorReload()
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{
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instance.ReloadBaseTypes();
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}
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#endif
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void CleanBaseTypes()
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{
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settingsTypes.Clear();
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foreach (var settings in m_BaseSettings)
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RuntimeUtilities.Destroy(settings);
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m_BaseSettings.Clear();
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}
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// This will be called only once at runtime and everytime script reload kicks-in in the
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// editor as we need to keep track of any compatible post-processing effects in the project
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void ReloadBaseTypes()
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{
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CleanBaseTypes();
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// Rebuild the base type map
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var types = RuntimeUtilities.GetAllTypesDerivedFrom<PostProcessEffectSettings>()
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.Where(
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t => t.IsDefined(typeof(PostProcessAttribute), false)
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&& !t.IsAbstract
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);
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foreach (var type in types)
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{
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settingsTypes.Add(type, type.GetAttribute<PostProcessAttribute>());
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// Create an instance for each effect type, these will be used for the lowest
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// priority global volume as we need a default state when exiting volume ranges
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var inst = (PostProcessEffectSettings)ScriptableObject.CreateInstance(type);
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inst.SetAllOverridesTo(true, false);
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m_BaseSettings.Add(inst);
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}
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}
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/// <summary>
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/// Gets a list of all volumes currently affecting the given layer. Results aren't sorted
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/// and the list isn't cleared.
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/// </summary>
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/// <param name="layer">The layer to look for</param>
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/// <param name="results">A list to store the volumes found</param>
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/// <param name="skipDisabled">Should we skip disabled volumes?</param>
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/// <param name="skipZeroWeight">Should we skip 0-weight volumes?</param>
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public void GetActiveVolumes(PostProcessLayer layer, List<PostProcessVolume> results, bool skipDisabled = true, bool skipZeroWeight = true)
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{
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// If no trigger is set, only global volumes will have influence
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int mask = layer.volumeLayer.value;
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var volumeTrigger = layer.volumeTrigger;
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bool onlyGlobal = volumeTrigger == null;
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var triggerPos = onlyGlobal ? Vector3.zero : volumeTrigger.position;
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// Sort the cached volume list(s) for the given layer mask if needed and return it
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var volumes = GrabVolumes(mask);
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// Traverse all volumes
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foreach (var volume in volumes)
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{
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// Skip disabled volumes and volumes without any data or weight
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if ((skipDisabled && !volume.enabled) || volume.profileRef == null || (skipZeroWeight && volume.weight <= 0f))
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continue;
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// Global volume always have influence
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if (volume.isGlobal)
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{
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results.Add(volume);
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continue;
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}
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if (onlyGlobal)
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continue;
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// If volume isn't global and has no collider, skip it as it's useless
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var colliders = m_TempColliders;
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volume.GetComponents(colliders);
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if (colliders.Count == 0)
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continue;
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// Find closest distance to volume, 0 means it's inside it
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float closestDistanceSqr = float.PositiveInfinity;
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foreach (var collider in colliders)
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{
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if (!collider.enabled)
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continue;
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var closestPoint = collider.ClosestPoint(triggerPos); // 5.6-only API
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var d = ((closestPoint - triggerPos) / 2f).sqrMagnitude;
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if (d < closestDistanceSqr)
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closestDistanceSqr = d;
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}
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colliders.Clear();
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float blendDistSqr = volume.blendDistance * volume.blendDistance;
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// Check for influence
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if (closestDistanceSqr <= blendDistSqr)
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results.Add(volume);
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}
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}
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/// <summary>
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/// Gets the highest priority volume affecting a given layer.
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/// </summary>
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/// <param name="layer">The layer to look for</param>
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/// <returns>The highest priority volume affecting the layer</returns>
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public PostProcessVolume GetHighestPriorityVolume(PostProcessLayer layer)
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{
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if (layer == null)
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throw new ArgumentNullException("layer");
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return GetHighestPriorityVolume(layer.volumeLayer);
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}
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/// <summary>
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/// Gets the highest priority volume affecting <see cref="PostProcessLayer"/> in a given
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/// <see cref="LayerMask"/>.
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/// </summary>
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/// <param name="mask">The layer mask to look for</param>
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/// <returns>The highest priority volume affecting the layer mask</returns>
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/// <seealso cref="PostProcessLayer.volumeLayer"/>
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public PostProcessVolume GetHighestPriorityVolume(LayerMask mask)
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{
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float highestPriority = float.NegativeInfinity;
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PostProcessVolume output = null;
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List<PostProcessVolume> volumes;
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if (m_SortedVolumes.TryGetValue(mask, out volumes))
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{
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foreach (var volume in volumes)
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{
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if (volume.priority > highestPriority)
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{
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highestPriority = volume.priority;
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output = volume;
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}
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}
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}
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return output;
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}
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/// <summary>
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/// Helper method to spawn a new volume in the scene.
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/// </summary>
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/// <param name="layer">The unity layer to put the volume in</param>
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/// <param name="priority">The priority to set this volume to</param>
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/// <param name="settings">A list of effects to put in this volume</param>
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/// <returns></returns>
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public PostProcessVolume QuickVolume(int layer, float priority, params PostProcessEffectSettings[] settings)
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{
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var gameObject = new GameObject()
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{
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name = "Quick Volume",
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layer = layer,
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hideFlags = HideFlags.HideAndDontSave
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};
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var volume = gameObject.AddComponent<PostProcessVolume>();
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volume.priority = priority;
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volume.isGlobal = true;
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var profile = volume.profile;
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foreach (var s in settings)
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{
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Assert.IsNotNull(s, "Trying to create a volume with null effects");
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profile.AddSettings(s);
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}
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return volume;
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}
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internal void SetLayerDirty(int layer)
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{
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Assert.IsTrue(layer >= 0 && layer <= k_MaxLayerCount, "Invalid layer bit");
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foreach (var kvp in m_SortedVolumes)
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{
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var mask = kvp.Key;
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if ((mask & (1 << layer)) != 0)
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m_SortNeeded[mask] = true;
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}
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}
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internal void UpdateVolumeLayer(PostProcessVolume volume, int prevLayer, int newLayer)
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{
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Assert.IsTrue(prevLayer >= 0 && prevLayer <= k_MaxLayerCount, "Invalid layer bit");
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Unregister(volume, prevLayer);
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Register(volume, newLayer);
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}
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void Register(PostProcessVolume volume, int layer)
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{
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m_Volumes.Add(volume);
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// Look for existing cached layer masks and add it there if needed
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foreach (var kvp in m_SortedVolumes)
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{
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var mask = kvp.Key;
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if ((mask & (1 << layer)) != 0)
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kvp.Value.Add(volume);
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}
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SetLayerDirty(layer);
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}
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internal void Register(PostProcessVolume volume)
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{
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int layer = volume.gameObject.layer;
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Register(volume, layer);
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}
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void Unregister(PostProcessVolume volume, int layer)
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{
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m_Volumes.Remove(volume);
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foreach (var kvp in m_SortedVolumes)
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{
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var mask = kvp.Key;
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// Skip layer masks this volume doesn't belong to
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if ((mask & (1 << layer)) == 0)
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continue;
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kvp.Value.Remove(volume);
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}
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}
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internal void Unregister(PostProcessVolume volume)
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{
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int layer = volume.gameObject.layer;
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Unregister(volume, layer);
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}
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// Faster version of OverrideSettings to force replace values in the global state
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void ReplaceData(PostProcessLayer postProcessLayer)
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{
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foreach (var settings in m_BaseSettings)
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{
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var target = postProcessLayer.GetBundle(settings.GetType()).settings;
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int count = settings.parameters.Count;
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for (int i = 0; i < count; i++)
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target.parameters[i].SetValue(settings.parameters[i]);
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}
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}
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internal void UpdateSettings(PostProcessLayer postProcessLayer, Camera camera)
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{
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// Reset to base state
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ReplaceData(postProcessLayer);
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// If no trigger is set, only global volumes will have influence
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int mask = postProcessLayer.volumeLayer.value;
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var volumeTrigger = postProcessLayer.volumeTrigger;
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bool onlyGlobal = volumeTrigger == null;
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var triggerPos = onlyGlobal ? Vector3.zero : volumeTrigger.position;
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// Sort the cached volume list(s) for the given layer mask if needed and return it
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var volumes = GrabVolumes(mask);
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// Traverse all volumes
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foreach (var volume in volumes)
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{
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#if UNITY_EDITOR
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// Skip volumes that aren't in the scene currently displayed in the scene view
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if (!IsVolumeRenderedByCamera(volume, camera))
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continue;
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#endif
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// Skip disabled volumes and volumes without any data or weight
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if (!volume.enabled || volume.profileRef == null || volume.weight <= 0f)
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continue;
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var settings = volume.profileRef.settings;
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// Global volume always have influence
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if (volume.isGlobal)
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{
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postProcessLayer.OverrideSettings(settings, Mathf.Clamp01(volume.weight));
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continue;
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}
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if (onlyGlobal)
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continue;
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// If volume isn't global and has no collider, skip it as it's useless
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var colliders = m_TempColliders;
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volume.GetComponents(colliders);
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if (colliders.Count == 0)
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continue;
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// Find closest distance to volume, 0 means it's inside it
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float closestDistanceSqr = float.PositiveInfinity;
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foreach (var collider in colliders)
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{
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if (!collider.enabled)
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continue;
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var closestPoint = collider.ClosestPoint(triggerPos); // 5.6-only API
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var d = ((closestPoint - triggerPos) / 2f).sqrMagnitude;
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if (d < closestDistanceSqr)
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closestDistanceSqr = d;
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}
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colliders.Clear();
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float blendDistSqr = volume.blendDistance * volume.blendDistance;
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// Volume has no influence, ignore it
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// Note: Volume doesn't do anything when `closestDistanceSqr = blendDistSqr` but
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// we can't use a >= comparison as blendDistSqr could be set to 0 in which
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// case volume would have total influence
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if (closestDistanceSqr > blendDistSqr)
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continue;
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// Volume has influence
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float interpFactor = 1f;
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if (blendDistSqr > 0f)
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interpFactor = 1f - (closestDistanceSqr / blendDistSqr);
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// No need to clamp01 the interpolation factor as it'll always be in [0;1[ range
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postProcessLayer.OverrideSettings(settings, interpFactor * Mathf.Clamp01(volume.weight));
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}
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}
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List<PostProcessVolume> GrabVolumes(LayerMask mask)
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{
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List<PostProcessVolume> list;
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if (!m_SortedVolumes.TryGetValue(mask, out list))
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{
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// New layer mask detected, create a new list and cache all the volumes that belong
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// to this mask in it
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list = new List<PostProcessVolume>();
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foreach (var volume in m_Volumes)
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{
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if ((mask & (1 << volume.gameObject.layer)) == 0)
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continue;
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list.Add(volume);
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m_SortNeeded[mask] = true;
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}
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m_SortedVolumes.Add(mask, list);
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}
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// Check sorting state
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bool sortNeeded;
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if (m_SortNeeded.TryGetValue(mask, out sortNeeded) && sortNeeded)
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{
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m_SortNeeded[mask] = false;
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SortByPriority(list);
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}
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return list;
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}
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// Custom insertion sort. First sort will be slower but after that it'll be faster than
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// using List<T>.Sort() which is also unstable by nature.
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// Sort order is ascending.
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static void SortByPriority(List<PostProcessVolume> volumes)
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{
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Assert.IsNotNull(volumes, "Trying to sort volumes of non-initialized layer");
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for (int i = 1; i < volumes.Count; i++)
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{
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var temp = volumes[i];
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int j = i - 1;
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while (j >= 0 && volumes[j].priority > temp.priority)
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{
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volumes[j + 1] = volumes[j];
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j--;
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}
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volumes[j + 1] = temp;
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}
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}
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static bool IsVolumeRenderedByCamera(PostProcessVolume volume, Camera camera)
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{
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#if UNITY_2018_3_OR_NEWER && UNITY_EDITOR
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return UnityEditor.SceneManagement.StageUtility.IsGameObjectRenderedByCamera(volume.gameObject, camera);
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#else
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return true;
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#endif
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}
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}
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}
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