in unity/Assets/PostProcessingV2/Runtime/Utils/TextureLerper.cs [62:98]
RenderTexture Get(RenderTextureFormat format, int w, int h, int d = 1, bool enableRandomWrite = false)
{
RenderTexture rt = null;
int i, len = m_Recycled.Count;
for (i = 0; i < len; i++)
{
var r = m_Recycled[i];
if (r.width == w && r.height == h && r.volumeDepth == d && r.format == format && r.enableRandomWrite == enableRandomWrite)
{
rt = r;
break;
}
}
if (rt == null)
{
var dimension = d > 1
? TextureDimension.Tex3D
: TextureDimension.Tex2D;
rt = new RenderTexture(w, h, d, format)
{
filterMode = FilterMode.Bilinear,
wrapMode = TextureWrapMode.Clamp,
anisoLevel = 0,
volumeDepth = d,
enableRandomWrite = enableRandomWrite,
dimension = dimension
};
rt.Create();
}
else m_Recycled.RemoveAt(i);
m_Actives.Add(rt);
return rt;
}