Updated namespace;
Added UTSPass; Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
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@@ -1,13 +1,10 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using Unity.Rendering.Toon;
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namespace UnityEditor.Rendering.Toon
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namespace Misaki.HdrpToon.Editor
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{
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[CustomEditor(typeof(DebugShadowmap))]
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internal class DebugShadowmapInspector : Editor
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internal class DebugShadowmapInspector : UnityEditor.Editor
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{
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public override void OnInspectorGUI()
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@@ -19,14 +16,14 @@ namespace UnityEditor.Rendering.Toon
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bool isChanged = false;
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var isChanged = false;
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var obj = target as DebugShadowmap;
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// hi cut filter
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EditorGUI.BeginChangeCheck();
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bool showShadow = EditorGUILayout.Toggle(labelDebugShadowmap, obj.m_enableShadowmapDebugging);
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var showShadow = EditorGUILayout.Toggle(labelDebugShadowmap, obj.m_enableShadowmapDebugging);
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObject(target, "Changed Shadowmap debbuging flag");
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@@ -41,7 +38,7 @@ namespace UnityEditor.Rendering.Toon
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EditorGUILayout.BeginHorizontal();
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EditorGUI.BeginChangeCheck();
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bool binalization = EditorGUILayout.Toggle(labelBinalization, obj.m_enableBinalization);
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var binalization = EditorGUILayout.Toggle(labelBinalization, obj.m_enableBinalization);
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if (EditorGUI.EndChangeCheck())
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{
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@@ -59,7 +56,7 @@ namespace UnityEditor.Rendering.Toon
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EditorGUILayout.BeginHorizontal();
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EditorGUI.BeginChangeCheck();
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bool showSlefShadow = EditorGUILayout.Toggle(labelDebugSelfShadow, obj.m_enableSelfShadowDebugging);
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var showSlefShadow = EditorGUILayout.Toggle(labelDebugSelfShadow, obj.m_enableSelfShadowDebugging);
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if (EditorGUI.EndChangeCheck())
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{
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@@ -72,7 +69,7 @@ namespace UnityEditor.Rendering.Toon
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EditorGUILayout.BeginHorizontal();
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EditorGUI.BeginChangeCheck();
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bool showOutline = EditorGUILayout.Toggle(labelNoOutline, obj.m_enableOutlineDebugging);
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var showOutline = EditorGUILayout.Toggle(labelNoOutline, obj.m_enableOutlineDebugging);
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if (EditorGUI.EndChangeCheck())
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{
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