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

@@ -3,19 +3,20 @@ using System.IO;
using UnityEditor;
using UnityEngine;
namespace Unity.Toonshader
namespace Misaki.HdrpToon
{
[Serializable]
public struct UTSOutlineSetting
internal struct UTSOutlineSetting
{
public bool enable;
}
[Serializable]
public struct UtsHairShadowSetting
internal struct UtsHairShadowSetting
{
public bool enable;
public RenderingLayerMask CasterRenderingLayer;
public UTSHairShadowPass.ShadowQuality shadowQuality;
public LayerMask shadowCasterLayer;
}
[CreateAssetMenu(fileName = "UTSRenderSetting", menuName = "UTS/RenderSetting")]
@@ -25,8 +26,10 @@ namespace Unity.Toonshader
public const string UTS_RENDERING_SETTINGS_PATH = "Assets/Resources/Settings/UTSRenderSettings.asset";
public const string UTS_RENDERING_SETTINGS_RESOURCES_PATH = "Settings/UTSRenderSettings";
public UTSOutlineSetting outlineSetting;
public UtsHairShadowSetting hairShadowSetting;
[SerializeField]
internal UTSOutlineSetting outlineSetting;
[SerializeField]
internal UtsHairShadowSetting hairShadowSetting;
internal static UTSRenderPassSettings GetOrCreateSettings()
{
@@ -43,6 +46,12 @@ namespace Unity.Toonshader
}
else
{
var directory = Path.GetDirectoryName(UTS_RENDERING_SETTINGS_PATH);
if (!Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
renderingSettings = CreateInstance<UTSRenderPassSettings>();
AssetDatabase.CreateAsset(renderingSettings, UTS_RENDERING_SETTINGS_PATH);
AssetDatabase.Refresh();