Updated namespace;

Added UTSPass;
Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
This commit is contained in:
Misaki
2025-01-08 22:19:04 +09:00
parent 23862b4380
commit a7a9ad16b5
33 changed files with 457 additions and 599 deletions

View File

@@ -1,13 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Unity.Rendering.Toon;
namespace UnityEditor.Rendering.Toon
using UnityEngine;
namespace Misaki.HdrpToon.Editor
{
[CustomEditor(typeof(ModelToonEvAdjustment))]
internal class ModelToonEvAdjustmentInspector : Editor
internal class ModelToonEvAdjustmentInspector : UnityEditor.Editor
{
SerializedObject m_SerializedObject;
@@ -20,14 +18,14 @@ namespace UnityEditor.Rendering.Toon
const string labeIgnoreVolumeExposure = "Ignore Volume Exposure";
const string labelCompensation = "Compensation";
bool isChanged = false;
var isChanged = false;
var obj = target as ModelToonEvAdjustment;
// hi cut filter
EditorGUI.BeginChangeCheck();
bool egnoreExposure = EditorGUILayout.Toggle(labeIgnoreVolumeExposure, obj.m_IgnorVolumeExposure);
var egnoreExposure = EditorGUILayout.Toggle(labeIgnoreVolumeExposure, obj.m_IgnorVolumeExposure);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Changed Ignore Volume Exposure");
@@ -38,7 +36,7 @@ namespace UnityEditor.Rendering.Toon
// hi cut filter
EditorGUI.BeginChangeCheck();
bool lightFilterr = EditorGUILayout.Toggle(labelLightHighCutFilter, obj.m_ToonLightHiCutFilter);
var lightFilterr = EditorGUILayout.Toggle(labelLightHighCutFilter, obj.m_ToonLightHiCutFilter);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Changed Light Hi Cut Filter");
@@ -50,7 +48,7 @@ namespace UnityEditor.Rendering.Toon
// Compensation
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginChangeCheck();
float compensation = EditorGUILayout.FloatField(labelCompensation, obj.m_Compensation);
var compensation = EditorGUILayout.FloatField(labelCompensation, obj.m_Compensation);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Changed Compensation");
@@ -62,7 +60,7 @@ namespace UnityEditor.Rendering.Toon
// curve
EditorGUI.BeginChangeCheck();
bool exposureAdjustment = EditorGUILayout.Toggle(labelLightAdjustment, obj.m_ExposureAdjustmnt);
var exposureAdjustment = EditorGUILayout.Toggle(labelLightAdjustment, obj.m_ExposureAdjustmnt);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Changed Expsure Adjustment");
@@ -82,7 +80,7 @@ namespace UnityEditor.Rendering.Toon
EditorGUI.BeginChangeCheck();
// var ranges = new Rect(-10, -10, 20, 20);
// var curve = EditorGUILayout.CurveField(labelExposureCurave, obj.m_AnimationCurve, Color.green,ranges);
AnimationCurve curve = EditorGUILayout.CurveField(labelLightAdjustmentCurve, obj.m_AnimationCurve);
var curve = EditorGUILayout.CurveField(labelLightAdjustmentCurve, obj.m_AnimationCurve);
if (EditorGUI.EndChangeCheck())
{
@@ -91,7 +89,7 @@ namespace UnityEditor.Rendering.Toon
isChanged = true;
}
EditorGUI.BeginChangeCheck();
bool buttonIsPressed = GUILayout.Button("Reset", GUILayout.Width(50));
var buttonIsPressed = GUILayout.Button("Reset", GUILayout.Width(50));
var curve2 = obj.m_AnimationCurve;
if (buttonIsPressed)
{
@@ -134,7 +132,7 @@ namespace UnityEditor.Rendering.Toon
float ConvertFromEV100(float EV100)
{
float val = Mathf.Pow(2, EV100) * 2.5f;
var val = Mathf.Pow(2, EV100) * 2.5f;
return val;
}
@@ -155,7 +153,7 @@ namespace UnityEditor.Rendering.Toon
var go = Selection.activeGameObject;
if (go == null)
go.AddComponent<ModelToonEvAdjustment>();
go.AddComponent<ModelToonEvAdjustment>();
else
{
Debug.LogError("Please, select a GameObject you want to attach.");