Folder clean up;

Added Emissive;
This commit is contained in:
Misaki
2025-01-29 12:27:09 +09:00
parent 1a82022a6f
commit 018300e046
81 changed files with 120 additions and 399 deletions

View File

@@ -0,0 +1,87 @@
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Misaki.HdrpToon
{
internal enum BufferQuality
{
Low,
High
}
[Serializable]
internal struct UtsHairShadowSetting
{
public bool enable;
public BufferQuality quality;
}
[Serializable]
internal struct UtsHairBlendingSetting
{
public bool enable;
public BufferQuality quality;
}
[Serializable]
internal struct UTSOutlineSetting
{
public bool enable;
}
[CreateAssetMenu(fileName = "UTSRenderSetting", menuName = "UTS/RenderSetting")]
public class UTSRenderPassSettings : ScriptableObject
{
public const string UTS_RENDERING_SETTINGS_NAME = "UTSRenderingSettings";
public const string UTS_RENDERING_SETTINGS_PATH = "Assets/Resources/Settings/UTSRenderSettings.asset";
public const string UTS_RENDERING_SETTINGS_RESOURCES_PATH = "Settings/UTSRenderSettings";
[SerializeField]
internal UtsHairShadowSetting hairShadowSetting;
[SerializeField]
internal UtsHairBlendingSetting hairBlendingSetting;
[SerializeField]
internal UTSOutlineSetting outlineSetting;
internal static UTSRenderPassSettings GetOrCreateSettings()
{
#if UNITY_EDITOR
if (EditorBuildSettings.TryGetConfigObject<UTSRenderPassSettings>(UTS_RENDERING_SETTINGS_NAME, out var settings))
{
return settings;
}
UTSRenderPassSettings renderingSettings = null;
if (File.Exists(UTS_RENDERING_SETTINGS_PATH))
{
renderingSettings = AssetDatabase.LoadAssetAtPath<UTSRenderPassSettings>(UTS_RENDERING_SETTINGS_PATH);
}
else
{
var directory = Path.GetDirectoryName(UTS_RENDERING_SETTINGS_PATH);
if (!Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
renderingSettings = CreateInstance<UTSRenderPassSettings>();
AssetDatabase.CreateAsset(renderingSettings, UTS_RENDERING_SETTINGS_PATH);
AssetDatabase.Refresh();
}
EditorBuildSettings.AddConfigObject(UTS_RENDERING_SETTINGS_NAME, renderingSettings, true);
return renderingSettings;
#else
return Resources.Load<UTSRenderPassSettings>(UTS_RENDERING_SETTINGS_RESOURCES_PATH);
#endif
}
public static SerializedObject GetSerializedSettings()
{
return new(GetOrCreateSettings());
}
}
}