Updated namespace;
Added UTSPass; Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
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@@ -3,19 +3,20 @@ using System.IO;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Toonshader
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namespace Misaki.HdrpToon
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{
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[Serializable]
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public struct UTSOutlineSetting
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internal struct UTSOutlineSetting
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{
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public bool enable;
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}
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[Serializable]
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public struct UtsHairShadowSetting
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internal struct UtsHairShadowSetting
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{
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public bool enable;
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public RenderingLayerMask CasterRenderingLayer;
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public UTSHairShadowPass.ShadowQuality shadowQuality;
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public LayerMask shadowCasterLayer;
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}
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[CreateAssetMenu(fileName = "UTSRenderSetting", menuName = "UTS/RenderSetting")]
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@@ -25,8 +26,10 @@ namespace Unity.Toonshader
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public const string UTS_RENDERING_SETTINGS_PATH = "Assets/Resources/Settings/UTSRenderSettings.asset";
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public const string UTS_RENDERING_SETTINGS_RESOURCES_PATH = "Settings/UTSRenderSettings";
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public UTSOutlineSetting outlineSetting;
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public UtsHairShadowSetting hairShadowSetting;
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[SerializeField]
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internal UTSOutlineSetting outlineSetting;
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[SerializeField]
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internal UtsHairShadowSetting hairShadowSetting;
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internal static UTSRenderPassSettings GetOrCreateSettings()
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{
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@@ -43,6 +46,12 @@ namespace Unity.Toonshader
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}
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else
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{
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var directory = Path.GetDirectoryName(UTS_RENDERING_SETTINGS_PATH);
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if (!Directory.Exists(directory))
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{
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Directory.CreateDirectory(directory);
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}
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renderingSettings = CreateInstance<UTSRenderPassSettings>();
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AssetDatabase.CreateAsset(renderingSettings, UTS_RENDERING_SETTINGS_PATH);
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AssetDatabase.Refresh();
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