in unity/Assets/PostProcessingV2/Runtime/PostProcessDebug.cs [57:89]
void UpdateStates()
{
if (m_PreviousPostProcessLayer != postProcessLayer)
{
// Remove cmdbuffer from previously set camera
if (m_CurrentCamera != null)
{
m_CurrentCamera.RemoveCommandBuffer(CameraEvent.AfterImageEffects, m_CmdAfterEverything);
m_CurrentCamera = null;
}
m_PreviousPostProcessLayer = postProcessLayer;
// Add cmdbuffer to the currently set camera
if (postProcessLayer != null)
{
m_CurrentCamera = postProcessLayer.GetComponent<Camera>();
m_CurrentCamera.AddCommandBuffer(CameraEvent.AfterImageEffects, m_CmdAfterEverything);
}
}
if (postProcessLayer == null || !postProcessLayer.enabled)
return;
// Monitors
if (lightMeter) postProcessLayer.debugLayer.RequestMonitorPass(MonitorType.LightMeter);
if (histogram) postProcessLayer.debugLayer.RequestMonitorPass(MonitorType.Histogram);
if (waveform) postProcessLayer.debugLayer.RequestMonitorPass(MonitorType.Waveform);
if (vectorscope) postProcessLayer.debugLayer.RequestMonitorPass(MonitorType.Vectorscope);
// Overlay
postProcessLayer.debugLayer.RequestDebugOverlay(debugOverlay);
}