Removed the dependency of RenderingLayerMask in UTSOutlinePass;
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@@ -24,7 +24,7 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
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protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
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{
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_outputRTHandle?.Release();
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_outputRTHandle = RTHandles.Alloc(Screen.width, Screen.height, colorFormat: GraphicsFormat.D32_SFloat, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, name: Output_RT_Name);
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_outputRTHandle = RTHandles.Alloc(Screen.width, Screen.height, colorFormat: GraphicsFormat.D32_SFloat, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, isShadowMap: true, name: Output_RT_Name);
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SetEnable(true);
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}
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@@ -54,13 +54,13 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
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var mask = RenderStateMask.Nothing;
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var stateBlock = new RenderStateBlock(mask)
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{
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depthState = new DepthState(depthWrite, depthCompareFunction),
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depthState = new DepthState(true, CompareFunction.LessEqual),
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};
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var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera)
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{
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renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
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sortingCriteria = sortingCriteria,
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sortingCriteria = SortingCriteria.CommonOpaque,
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excludeObjectMotionVectors = false,
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stateBlock = stateBlock,
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renderingLayerMask = renderingLayerMask,
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@@ -6,7 +6,7 @@ using UnityEngine.Rendering.HighDefinition;
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[HideInInspector]
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public class UTSOutlinePass : DrawRenderersCustomPass
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{
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public UnityEngine.RenderingLayerMask renderingLayerMask;
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private ShaderTagId outlineTag = new("Outline");
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protected override void Execute(CustomPassContext ctx)
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{
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@@ -19,8 +19,6 @@ public class UTSOutlinePass : DrawRenderersCustomPass
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Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
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var outlineTag = new ShaderTagId("Outline");
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var mask = RenderStateMask.Nothing;
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var stateBlock = new RenderStateBlock(mask)
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{
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@@ -36,7 +34,6 @@ public class UTSOutlinePass : DrawRenderersCustomPass
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renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
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excludeObjectMotionVectors = false,
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stateBlock = stateBlock,
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renderingLayerMask = renderingLayerMask,
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};
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CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
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@@ -24,7 +24,6 @@ namespace Unity.Toonshader
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_outlinePass = new()
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{
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name = "UTS Outline",
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renderingLayerMask = _renderSetting.outlineSetting.renderingLayer
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};
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_hairShadowPass = new()
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@@ -61,7 +60,6 @@ namespace Unity.Toonshader
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_hairShadowPass.renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer;
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_outlinePass.enabled = _renderSetting.outlineSetting.enable;
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_outlinePass.renderingLayerMask = _renderSetting.outlineSetting.renderingLayer;
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}
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}
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}
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