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(); } }