aU5.5.1f1ţ˙˙˙˙˙Č0ĹňĂôL.`?^Ů0D7€˙˙˙˙€Ś€˛€ЀŚ€Ś€Ś€#Ś€+H€3˙˙˙˙€1€1€˙˙˙˙@ހ€ Q€j€ ™€< Ś€H H€Z˙˙˙˙ €1€1€˙˙˙˙@ހ€Q€j€ЀgŚ€Ś€Ś€#Ś€+v~ € €– €Ÿ €¨ €ą €ş €Ă €Ě €Ő €Ţ  €ç! €ń" €ű# €$ €% €&Ő€#˙˙˙˙'€1€1€˙˙˙˙(€ހ€)H€j€˙˙˙˙*€1€1€˙˙˙˙+@ހ€,Q€j€-™€*.ހ8/AssetMetaDataguiddata[0]data[1]data[2]data[3]pathNametimeCreatedoriginalChangesetoriginalNameoriginalParentHash128originalDigestbytes[0]bytes[1]bytes[2]bytes[3]bytes[4]bytes[5]bytes[6]bytes[7]bytes[8]bytes[9]bytes[10]bytes[11]bytes[12]bytes[13]bytes[14]bytes[15]labelsassetStoreReflicenseType ˙˙z{ď@îČă5^(H'7€˙˙˙˙€Ś€˛€ Ő€ ހ#.€,†€Ä€ ހ#.€,H€Ť€˙˙˙˙€1€1€˙˙˙˙ @ހ€ Q€j€ Ő€5˙˙˙˙ €1€1€˙˙˙˙ €ހ€€j€˙˙˙˙€H€›€˙˙˙˙€1€1€˙˙˙˙@ހ€Q€j€y€ € ހ#.€, €I@ž€X @ހ#.€,H€]˙˙˙˙€1€1€˙˙˙˙@ހ€Q€j€H€h˙˙˙˙€1€1€˙˙˙˙ @ހ€!Q€j€"H€z˙˙˙˙#€1€1€˙˙˙˙$@ހ€%Q€j€&MonoImporterPPtrm_FileIDm_PathIDm_DefaultReferencesexecutionOrdericonm_UserDatam_AssetBundleNamem_AssetBundleVariants˙˙˙8-l'€Łć„hŒÎA,Œ€7€˙˙˙˙€Ś€˛€Ő€ ހ.€†€Ä€ ހ.€H€Ť€˙˙˙˙€1€1€˙˙˙˙ @ހ€ Q€j€ H€ę€˙˙˙˙ €1€1€˙˙˙˙ @ހ€Q€j€ń€(˙˙˙˙€1€1€˙˙˙˙€ހ€€j€˙˙˙˙€H€›€˙˙˙˙€1€1€˙˙˙˙@ހ€Q€j€y€ € ހ.€y€< ހ.€ހCH€T˙˙˙˙€1€1€˙˙˙˙ @ހ€!Q€j€"H€`˙˙˙˙#€1€1€˙˙˙˙$@ހ€%Q€j€&H€l˙˙˙˙'€1€1€˙˙˙˙(@ހ€)Q€j€*L€{+PPtrm_FileIDm_PathIDm_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacem_AssemblyNamem_IsEditorScriptŹ°@ŕyŻđeP䖴ę m_TemporaryRTs = new List(); public RenderTexture GetTemporaryRenderTexture(int width, int height, int depthBuffer = 0, RenderTextureFormat format = RenderTextureFormat.ARGBHalf, FilterMode filterMode = FilterMode.Bilinear) { var rt = RenderTexture.GetTemporary(width, height, depthBuffer, format); rt.filterMode = filterMode; rt.wrapMode = TextureWrapMode.Clamp; rt.name = "RenderTextureUtilityTempTexture"; m_TemporaryRTs.Add(rt); return rt; } public void ReleaseTemporaryRenderTexture(RenderTexture rt) { if (rt == null) return; if (!m_TemporaryRTs.Contains(rt)) { Debug.LogErrorFormat("Attempting to remove texture that was not allocated: {0}", rt); return; } m_TemporaryRTs.Remove(rt); RenderTexture.ReleaseTemporary(rt); } public void ReleaseAllTemporyRenderTexutres() { for (int i = 0; i < m_TemporaryRTs.Count; ++i) RenderTexture.ReleaseTemporary(m_TemporaryRTs[i]); m_TemporaryRTs.Clear(); } } } RenderTexureUtility$UnityStandardAssets.CinematicEffectsAssembly-CSharp-firstpass.dll