Removed the dependency of layer mask of hair shadow caster;
Added HairShadowCaster pass;
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@@ -35,7 +35,6 @@ namespace Misaki.HdrpToon
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_hairShadowPass = new()
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{
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name = "UTS Hair Shadow Map",
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layerMask = _renderSetting.hairShadowSetting.shadowCasterLayer,
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targetColorBuffer = CustomPass.TargetBuffer.None,
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targetDepthBuffer = CustomPass.TargetBuffer.None,
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};
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@@ -47,9 +46,9 @@ namespace Misaki.HdrpToon
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targetDepthBuffer = CustomPass.TargetBuffer.None,
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};
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CustomPassVolume.RegisterGlobalCustomPass(CustomPassInjectionPoint.BeforeRendering, _utsPass);
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CustomPassVolume.RegisterGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
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CustomPassVolume.RegisterGlobalCustomPass(CustomPassInjectionPoint.BeforePostProcess, _outlinePass);
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CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforeRendering, _utsPass);
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CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
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CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforePostProcess, _outlinePass);
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NotifyRendererSettingChanged();
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}
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@@ -68,7 +67,6 @@ namespace Misaki.HdrpToon
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return;
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}
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_hairShadowPass.layerMask = _renderSetting.hairShadowSetting.shadowCasterLayer;
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_hairShadowPass.enabled = _renderSetting.hairShadowSetting.enable;
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_hairShadowPass.CurrentShadowQuality = _renderSetting.hairShadowSetting.shadowQuality;
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if (!_renderSetting.hairShadowSetting.enable)
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