Removed the dependency of RenderingLayerMask in UTSOutlinePass;
This commit is contained in:
@@ -1646,34 +1646,34 @@ namespace UnityEditor.Rendering.Toon
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switch (m_shadowMode)
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{
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case ShadowMode.Normal:
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{
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material.SetFloat(ShaderPropShadowMode, (int)ShadowMode.Normal);
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material.DisableKeyword(new LocalKeyword(material.shader, "_SDFShadow"));
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{
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material.SetFloat(ShaderPropShadowMode, (int)ShadowMode.Normal);
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material.DisableKeyword(new LocalKeyword(material.shader, "_SDFShadow"));
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GUI_RangeProperty(material, Styles.shaderProp1st_ShadeColor_StepText);
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GUI_RangeProperty(material, Styles.shaderProp1st_ShadeColor_FeatherText);
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GUI_RangeProperty(material, Styles.shaderProp2nd_ShadeColor_StepText);
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GUI_RangeProperty(material, Styles.shaderProp2nd_ShadeColor_FeatherText);
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GUI_RangeProperty(material, Styles.shaderProp1st_ShadeColor_StepText);
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GUI_RangeProperty(material, Styles.shaderProp1st_ShadeColor_FeatherText);
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GUI_RangeProperty(material, Styles.shaderProp2nd_ShadeColor_StepText);
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GUI_RangeProperty(material, Styles.shaderProp2nd_ShadeColor_FeatherText);
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//Share variables with DoubleWithFeather method.
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material.SetFloat(ShaderPropBaseColor_Step, material.GetFloat(ShaderProp1st_ShadeColor_Step));
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material.SetFloat(ShaderPropBaseShade_Feather, material.GetFloat(ShaderProp1st_ShadeColor_Feather));
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material.SetFloat(ShaderPropShadeColor_Step, material.GetFloat(ShaderProp2nd_ShadeColor_Step));
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material.SetFloat(ShaderProp1st2nd_Shades_Feather, material.GetFloat(ShaderProp2nd_ShadeColor_Feather));
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}
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break;
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//Share variables with DoubleWithFeather method.
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material.SetFloat(ShaderPropBaseColor_Step, material.GetFloat(ShaderProp1st_ShadeColor_Step));
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material.SetFloat(ShaderPropBaseShade_Feather, material.GetFloat(ShaderProp1st_ShadeColor_Feather));
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material.SetFloat(ShaderPropShadeColor_Step, material.GetFloat(ShaderProp2nd_ShadeColor_Step));
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material.SetFloat(ShaderProp1st2nd_Shades_Feather, material.GetFloat(ShaderProp2nd_ShadeColor_Feather));
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}
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break;
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case ShadowMode.SDF:
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{
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material.SetFloat(ShaderPropShadowMode, (int)ShadowMode.SDF);
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material.EnableKeyword(new LocalKeyword(material.shader, "_SDFShadow"));
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m_MaterialEditor.TexturePropertySingleLine(Styles.SDFShadowText, SDFShadowMap);
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GUI_RangeProperty(material, Styles.SDFShadowLevelText);
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GUI_RangeProperty(material, Styles.SDFSmoothGammaText);
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GUI_RangeProperty(material, Styles.SDFNoseHighlightCoefText);
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GUI_RangeProperty(material, Styles.SDFNoseHighlightSmoothRange);
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}
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break;
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{
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material.SetFloat(ShaderPropShadowMode, (int)ShadowMode.SDF);
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material.EnableKeyword(new LocalKeyword(material.shader, "_SDFShadow"));
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m_MaterialEditor.TexturePropertySingleLine(Styles.SDFShadowText, SDFShadowMap);
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GUI_RangeProperty(material, Styles.SDFShadowLevelText);
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GUI_RangeProperty(material, Styles.SDFSmoothGammaText);
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GUI_RangeProperty(material, Styles.SDFNoseHighlightCoefText);
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GUI_RangeProperty(material, Styles.SDFNoseHighlightSmoothRange);
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}
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break;
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}
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EditorGUILayout.Space();
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@@ -1721,60 +1721,60 @@ namespace UnityEditor.Rendering.Toon
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switch (m_pbrMode)
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{
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case PBRMode.Off:
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{
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material.SetFloat(ShaderPropPBR, (int)PBRMode.Off);
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{
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material.SetFloat(ShaderPropPBR, (int)PBRMode.Off);
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material.EnableKeyword("_PBR_Mode_OFF");
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material.DisableKeyword("_PBR_Mode_ST");
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material.DisableKeyword("_PBR_Mode_ANISO");
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material.DisableKeyword("_PBR_Mode_KK");
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material.DisableKeyword("_PBR_Mode_TOON");
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}
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break;
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material.EnableKeyword("_PBR_Mode_OFF");
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material.DisableKeyword("_PBR_Mode_ST");
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material.DisableKeyword("_PBR_Mode_ANISO");
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material.DisableKeyword("_PBR_Mode_KK");
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material.DisableKeyword("_PBR_Mode_TOON");
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}
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break;
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case PBRMode.Standard:
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{
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material.SetFloat(ShaderPropPBR, (int)PBRMode.Standard);
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{
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material.SetFloat(ShaderPropPBR, (int)PBRMode.Standard);
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material.DisableKeyword("_PBR_Mode_OFF");
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material.EnableKeyword("_PBR_Mode_ST");
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material.DisableKeyword("_PBR_Mode_ANISO");
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material.DisableKeyword("_PBR_Mode_KK");
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material.DisableKeyword("_PBR_Mode_TOON");
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}
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break;
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material.DisableKeyword("_PBR_Mode_OFF");
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material.EnableKeyword("_PBR_Mode_ST");
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material.DisableKeyword("_PBR_Mode_ANISO");
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material.DisableKeyword("_PBR_Mode_KK");
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material.DisableKeyword("_PBR_Mode_TOON");
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}
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break;
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case PBRMode.Anisotropy:
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{
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material.SetFloat(ShaderPropPBR, (int)PBRMode.Anisotropy);
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{
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material.SetFloat(ShaderPropPBR, (int)PBRMode.Anisotropy);
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material.DisableKeyword("_PBR_Mode_OFF");
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material.DisableKeyword("_PBR_Mode_ST");
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material.EnableKeyword("_PBR_Mode_ANISO");
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material.DisableKeyword("_PBR_Mode_KK");
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material.DisableKeyword("_PBR_Mode_TOON");
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}
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break;
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material.DisableKeyword("_PBR_Mode_OFF");
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material.DisableKeyword("_PBR_Mode_ST");
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material.EnableKeyword("_PBR_Mode_ANISO");
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material.DisableKeyword("_PBR_Mode_KK");
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material.DisableKeyword("_PBR_Mode_TOON");
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}
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break;
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case PBRMode.KKHair:
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{
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material.SetFloat(ShaderPropPBR, (int)PBRMode.KKHair);
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{
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material.SetFloat(ShaderPropPBR, (int)PBRMode.KKHair);
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material.DisableKeyword("_PBR_Mode_OFF");
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material.DisableKeyword("_PBR_Mode_ST");
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material.DisableKeyword("_PBR_Mode_ANISO");
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material.EnableKeyword("_PBR_Mode_KK");
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material.DisableKeyword("_PBR_Mode_TOON");
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}
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break;
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material.DisableKeyword("_PBR_Mode_OFF");
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material.DisableKeyword("_PBR_Mode_ST");
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material.DisableKeyword("_PBR_Mode_ANISO");
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material.EnableKeyword("_PBR_Mode_KK");
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material.DisableKeyword("_PBR_Mode_TOON");
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}
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break;
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case PBRMode.Toon:
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{
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material.SetFloat(ShaderPropPBR, (int)PBRMode.Toon);
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{
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material.SetFloat(ShaderPropPBR, (int)PBRMode.Toon);
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material.DisableKeyword("_PBR_Mode_OFF");
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material.DisableKeyword("_PBR_Mode_ST");
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material.DisableKeyword("_PBR_Mode_ANISO");
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material.DisableKeyword("_PBR_Mode_KK");
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material.EnableKeyword("_PBR_Mode_TOON");
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}
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break;
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material.DisableKeyword("_PBR_Mode_OFF");
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material.DisableKeyword("_PBR_Mode_ST");
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material.DisableKeyword("_PBR_Mode_ANISO");
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material.DisableKeyword("_PBR_Mode_KK");
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material.EnableKeyword("_PBR_Mode_TOON");
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}
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break;
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}
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m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap, normalScale);
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@@ -2515,7 +2515,8 @@ namespace UnityEditor.Rendering.Toon
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GUI_FloatProperty(material, Styles.nearestDistanceText);
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EditorGUI.indentLevel--;
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var useOutlineTexture = GUI_Toggle(material, Styles.outlineColorMapText, ShaderPropIs_OutlineTex, MaterialGetInt(material, ShaderPropIs_OutlineTex) != 0); ;
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var useOutlineTexture = GUI_Toggle(material, Styles.outlineColorMapText, ShaderPropIs_OutlineTex, MaterialGetInt(material, ShaderPropIs_OutlineTex) != 0);
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;
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EditorGUI.BeginDisabledGroup(!useOutlineTexture);
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m_MaterialEditor.TexturePropertySingleLine(Styles.outlineTexText, outlineTex);
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EditorGUI.EndDisabledGroup();
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