Folder clean up;
Added Emissive;
This commit is contained in:
335
Runtime/UTS Renderer/UTSPass.cs
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335
Runtime/UTS Renderer/UTSPass.cs
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using System;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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using UnityEngine.Rendering.RendererUtils;
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namespace Misaki.HdrpToon
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{
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[HideInInspector]
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internal class UTSPass : CustomPass
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{
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private const int Adjustment_Curve_Precision = 128;
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private const string Compensation_Prop_Name = "_ToonEvAdjustmentCompensation";
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private const string Exposure_Adjustment_Prop_Name = "_ToonEvAdjustmentCurve";
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private const string Exposure_Array_Prop_Name = "_ToonEvAdjustmentValueArray";
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private const string Exposure_Min_Prop_Name = "_ToonEvAdjustmentValueMin";
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private const string Exposure_Max_Prop_Name = "_ToonEvAdjustmentValueMax";
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private const string Toon_Light_Filter_Prop_Name = "_ToonLightHiCutFilter";
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private const string Ignore_Volume_Exposure_Prop_Name = "_ToonIgnoreExposureMultiplier";
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private const string Hair_Shadow_RTHandle_Scale_Prop_Name = "_HairShadowRTHandleScale";
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private const string Hair_Shadow_Distance_Prop_Name = "_HairShadowDistance";
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private const string Hair_Shadow_Distance_Scale_Prop_Name = "_HairShadowDistanceScaleFactor";
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private const string Hair_Shadow_Depth_Bias_Prop_Name = "_HairShadowDepthBias";
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private const string Hair_Shadow_FadeIn_Prop_Name = "_HairShadowFadeInDistance";
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private const string Hair_Shadow_Fade_Out_Prop_Name = "_HairShadowFadeOutDistance";
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private const string Hair_Blending_RTHandle_Scale_Prop_Name = "_HairBlendingRTHandleScale";
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private const string Output_RT_Prop_Name = "_HairShadowTex";
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private const string Hair_Blending_Prop_Name = "_HairBlendingTex";
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private float _max;
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private float _min;
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private float[] _exposureArray;
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private RTHandle _hairShadowRTHandle;
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private bool _needReallocateHairShadow;
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private RTHandle _hairBlendingRTHandle;
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private bool _needReallocateHairBlending;
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private bool _enableHairShadow;
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public bool EnableHairShadow
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{
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get => _enableHairShadow;
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set
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{
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if (_enableHairShadow == value)
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{
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return;
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}
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_enableHairShadow = value;
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if (_enableHairShadow)
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{
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Shader.EnableKeyword("ENABLE_UTS_HAIR_SHAOW");
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}
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else
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{
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Shader.DisableKeyword("ENABLE_UTS_HAIR_SHAOW");
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_hairShadowRTHandle?.Release();
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}
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}
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}
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private bool _enableHairBlending;
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public bool EnableHairBlending
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{
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get => _enableHairBlending;
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set
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{
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if (_enableHairBlending == value)
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{
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return;
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}
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_enableHairBlending = value;
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if (_enableHairBlending)
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{
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Shader.EnableKeyword("ENABLE_UTS_HAIR_BLENDING");
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}
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else
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{
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Shader.DisableKeyword("ENABLE_UTS_HAIR_BLENDING");
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_hairBlendingRTHandle?.Release();
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}
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}
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}
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private BufferQuality _hairShadowQuality = BufferQuality.High;
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internal BufferQuality HairShadowQuality
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{
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get => _hairShadowQuality;
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set
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{
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if (_hairShadowQuality == value)
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{
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return;
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}
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_hairShadowQuality = value;
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_needReallocateHairShadow = true;
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}
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}
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private BufferQuality _hairBlendingQuality = BufferQuality.High;
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internal BufferQuality HairBlendingQuality
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{
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get => _hairBlendingQuality;
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set
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{
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if (_hairBlendingQuality == value)
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{
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return;
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}
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_hairBlendingQuality = value;
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_needReallocateHairBlending = true;
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}
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}
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private bool ShouldReallocateHairShadowBuffer()
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{
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return _hairShadowRTHandle == null || _hairShadowRTHandle.rt == null || !_hairShadowRTHandle.rt.IsCreated() || _needReallocateHairShadow;
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}
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private void ReallocateHairShadowBuffer()
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{
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#if UNITY_EDITOR
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if (EditorApplication.isCompiling)
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{
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return;
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}
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#endif
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var scale = _hairShadowQuality switch
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{
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BufferQuality.Low => new Vector2(0.5f, 0.5f),
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BufferQuality.High => Vector2.one,
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_ => Vector2.zero
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};
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var format = _hairShadowQuality switch
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{
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BufferQuality.Low => GraphicsFormat.D16_UNorm,
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BufferQuality.High => GraphicsFormat.D32_SFloat,
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_ => GraphicsFormat.D16_UNorm
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};
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_hairShadowRTHandle?.Release();
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_hairShadowRTHandle = RTHandles.Alloc(scale, colorFormat: format, isShadowMap: true, useDynamicScale: true, name: Output_RT_Prop_Name);
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Shader.SetGlobalTexture(Output_RT_Prop_Name, _hairShadowRTHandle);
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_needReallocateHairShadow = false;
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}
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private bool ShouldReallocateHairBlendingBuffer()
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{
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return _hairBlendingRTHandle == null || _hairBlendingRTHandle.rt == null || !_hairBlendingRTHandle.rt.IsCreated() || _needReallocateHairBlending;
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}
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private void ReallocateHairBlendingBuffer()
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{
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#if UNITY_EDITOR
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if (EditorApplication.isCompiling)
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{
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return;
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}
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#endif
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var format = _hairBlendingQuality switch
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{
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BufferQuality.Low => GraphicsFormat.R8G8B8A8_SNorm,
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BufferQuality.High => GraphicsFormat.R8G8B8A8_SRGB,
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_ => GraphicsFormat.R8G8B8A8_SRGB
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};
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_hairBlendingRTHandle?.Release();
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_hairBlendingRTHandle = RTHandles.Alloc(Vector2.one, colorFormat: format, useDynamicScale: true, name: Hair_Blending_Prop_Name);
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Shader.SetGlobalTexture(Hair_Blending_Prop_Name, _hairBlendingRTHandle);
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_needReallocateHairBlending = false;
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}
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protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
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{
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_exposureArray = new float[Adjustment_Curve_Precision];
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ReallocateHairShadowBuffer();
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ReallocateHairBlendingBuffer();
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}
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protected override void Execute(CustomPassContext ctx)
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{
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var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
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UpdateSceneEV(utsRenderer);
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RenderHairShadow(ref ctx, utsRenderer);
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RenderHairBlending(ref ctx);
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}
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private void RenderHairShadow(ref CustomPassContext ctx, UTSRenderer utsRenderer)
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{
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if (!_enableHairShadow)
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{
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return;
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}
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if (ShouldReallocateHairShadowBuffer())
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{
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ReallocateHairShadowBuffer();
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return;
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}
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CoreUtils.SetRenderTarget(ctx.cmd, _hairShadowRTHandle, ClearFlag.DepthStencil);
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var shouldRender = utsRenderer != null && utsRenderer.enableHairShadow.value && utsRenderer.state.value;
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if (!shouldRender)
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{
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return;
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}
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var result = new RendererListDesc(UtsShaderPassName.hairShadowCasterPassId, ctx.cullingResults, ctx.hdCamera.camera)
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{
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renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
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sortingCriteria = SortingCriteria.CommonOpaque,
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excludeObjectMotionVectors = false,
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};
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CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
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Shader.SetGlobalVector(Hair_Shadow_RTHandle_Scale_Prop_Name, _hairShadowRTHandle.rtHandleProperties.rtHandleScale);
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Shader.SetGlobalFloat(Hair_Shadow_Distance_Prop_Name, utsRenderer.shadowDistance.value);
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Shader.SetGlobalFloat(Hair_Shadow_Distance_Scale_Prop_Name, utsRenderer.shadowDistanceScale.value);
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Shader.SetGlobalFloat(Hair_Shadow_Depth_Bias_Prop_Name, utsRenderer.shadowDepthBias.value);
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Shader.SetGlobalFloat(Hair_Shadow_FadeIn_Prop_Name, utsRenderer.shadowFadeIn.value);
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Shader.SetGlobalFloat(Hair_Shadow_Fade_Out_Prop_Name, utsRenderer.shadowFadeOut.value);
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}
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private void RenderHairBlending(ref CustomPassContext ctx)
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{
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if (!_enableHairBlending)
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{
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return;
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}
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if (ShouldReallocateHairBlendingBuffer())
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{
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ReallocateHairBlendingBuffer();
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return;
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}
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CoreUtils.SetRenderTarget(ctx.cmd, _hairBlendingRTHandle, ctx.cameraDepthBuffer, ClearFlag.Color);
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var result = new RendererListDesc(UtsShaderPassName.hairBlendingTargetPassId, ctx.cullingResults, ctx.hdCamera.camera)
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{
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renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
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sortingCriteria = SortingCriteria.CommonOpaque,
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excludeObjectMotionVectors = false,
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};
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CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
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Shader.SetGlobalVector(Hair_Blending_RTHandle_Scale_Prop_Name, _hairBlendingRTHandle.rtHandleProperties.rtHandleScale);
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}
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private void UpdateSceneEV(UTSRenderer utsRenderer)
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{
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if (utsRenderer == null)
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{
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return;
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}
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var toonEVAdjustment = utsRenderer.toonEVAdjustment.value ? 1 : 0;
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var lightIntensityLimiter = utsRenderer.lightIntensityLimiter.value ? 1 : 0;
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var ignoreVolumeExposure = utsRenderer.ignoreVolumeExposure.value ? 1 : 0;
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var compensation = utsRenderer.compensation.value;
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if (!utsRenderer.state.value)
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{
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_min = 0;
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_max = 0;
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_exposureArray.AsSpan().Fill(0);
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toonEVAdjustment = 0;
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lightIntensityLimiter = 0;
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ignoreVolumeExposure = 0;
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compensation = 0;
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}
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else
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{
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// Fail safe in case the curve is deleted / has 0 point
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var curve = utsRenderer.adjustmentCurve.value;
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if (curve == null || curve.length == 0)
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{
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_min = 0f;
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_max = 0f;
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_exposureArray.AsSpan().Fill(0);
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}
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else
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{
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_min = curve[0].time;
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_max = curve[curve.length - 1].time;
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var step = (_max - _min) / (Adjustment_Curve_Precision - 1f);
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for (var i = 0; i < Adjustment_Curve_Precision; i++)
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{
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_exposureArray[i] = curve.Evaluate(_min + step * i);
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}
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}
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}
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Shader.SetGlobalFloatArray(Exposure_Array_Prop_Name, _exposureArray);
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Shader.SetGlobalFloat(Exposure_Min_Prop_Name, _min);
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Shader.SetGlobalFloat(Exposure_Max_Prop_Name, _max);
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Shader.SetGlobalInt(Exposure_Adjustment_Prop_Name, toonEVAdjustment);
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Shader.SetGlobalInt(Toon_Light_Filter_Prop_Name, lightIntensityLimiter);
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Shader.SetGlobalInt(Ignore_Volume_Exposure_Prop_Name, ignoreVolumeExposure);
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Shader.SetGlobalFloat(Compensation_Prop_Name, compensation);
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}
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protected override void Cleanup()
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{
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_exposureArray = null;
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_hairShadowRTHandle?.Release();
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_hairBlendingRTHandle?.Release();
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}
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}
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}
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