Updated namespace;
Added UTSPass; Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
This commit is contained in:
@@ -1,108 +1,146 @@
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using Unity.Toonshader;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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using UnityEngine.Rendering.RendererUtils;
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[HideInInspector]
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public class UTSHairShadowPass : DrawRenderersCustomPass
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namespace Misaki.HdrpToon
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{
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private const string Hair_Shadow_Distance_Prop_Name = "_HairShadowDistance";
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private const string Hair_Shadow_Distance_Scale_Prop_Name = "_HairShadowDistanceScaleFactor";
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private const string Hair_Shadow_Depth_Bias_Prop_Name = "_HairShadowDepthBias";
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private const string Hair_Shadow_FadeIn_Prop_Name = "_HairShadowFadeInDistance";
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private const string Hair_Shadow_Fade_Out_Prop_Name = "_HairShadowFadeOutDistance";
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private const string Output_RT_Name = "_HairShadowTex";
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private RTHandle _outputRTHandle;
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private bool _isEnable = false;
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public UnityEngine.RenderingLayerMask renderingLayerMask;
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protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
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[HideInInspector]
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internal class UTSHairShadowPass : DrawRenderersCustomPass
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{
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_outputRTHandle?.Release();
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_outputRTHandle = RTHandles.Alloc(Screen.width, Screen.height, colorFormat: GraphicsFormat.D32_SFloat, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, isShadowMap: true, name: Output_RT_Name);
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SetEnable(true);
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}
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protected override void Execute(CustomPassContext ctx)
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{
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var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
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if (utsRenderer == null || !utsRenderer.enableHairShadow.value || !utsRenderer.enable.value)
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public enum ShadowQuality
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{
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SetEnable(false);
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return;
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Low,
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High
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}
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if (!_isEnable)
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private const string Hair_Shadow_RTHandle_Scale_Prop_Name = "_HairShadowRTHandleScale";
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private const string Hair_Shadow_Distance_Prop_Name = "_HairShadowDistance";
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private const string Hair_Shadow_Distance_Scale_Prop_Name = "_HairShadowDistanceScaleFactor";
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private const string Hair_Shadow_Depth_Bias_Prop_Name = "_HairShadowDepthBias";
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private const string Hair_Shadow_FadeIn_Prop_Name = "_HairShadowFadeInDistance";
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private const string Hair_Shadow_Fade_Out_Prop_Name = "_HairShadowFadeOutDistance";
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private const string Output_RT_Name = "_HairShadowTex";
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private RTHandle _outputRTHandle;
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private bool _needReallocate;
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private ShadowQuality _shadowQuality = ShadowQuality.High;
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internal ShadowQuality CurrentShadowQuality
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{
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return;
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get => _shadowQuality;
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set
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{
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if (_shadowQuality == value)
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{
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return;
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}
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_shadowQuality = value;
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_needReallocate = true;
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}
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}
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SetShadowProperty(utsRenderer);
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if (_outputRTHandle != null)
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private bool ShouldReallocateBuffer()
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{
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return _outputRTHandle == null || _outputRTHandle.rt == null || !_outputRTHandle.rt.IsCreated() || _needReallocate;
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}
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private void ReallocateBuffer()
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{
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#if UNITY_EDITOR
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if (EditorApplication.isCompiling)
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{
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return;
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}
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#endif
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var scale = _shadowQuality switch
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{
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ShadowQuality.Low => new Vector2(0.5f, 0.5f),
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ShadowQuality.High => Vector2.one,
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_ => Vector2.zero
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};
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var format = _shadowQuality switch
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{
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ShadowQuality.Low => GraphicsFormat.D16_UNorm,
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ShadowQuality.High => GraphicsFormat.D32_SFloat,
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_ => GraphicsFormat.D16_UNorm
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};
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_outputRTHandle?.Release();
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_outputRTHandle = RTHandles.Alloc(scale, colorFormat: format, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, isShadowMap: true, name: Output_RT_Name);
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Shader.SetGlobalTexture(Output_RT_Name, _outputRTHandle);
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CoreUtils.SetRenderTarget(ctx.cmd, _outputRTHandle, ClearFlag.DepthStencil);
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_needReallocate = false;
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}
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var mask = RenderStateMask.Nothing;
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var stateBlock = new RenderStateBlock(mask)
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protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
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{
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depthState = new DepthState(true, CompareFunction.LessEqual),
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};
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ReallocateBuffer();
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}
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var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera)
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protected override void Execute(CustomPassContext ctx)
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{
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renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
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sortingCriteria = SortingCriteria.CommonOpaque,
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excludeObjectMotionVectors = false,
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stateBlock = stateBlock,
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renderingLayerMask = renderingLayerMask,
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};
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CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
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}
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private static void SetShadowProperty(UTSRenderer utsRenderer)
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{
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Shader.SetGlobalFloat(Hair_Shadow_Distance_Prop_Name, utsRenderer.shadowDistance.value);
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Shader.SetGlobalFloat(Hair_Shadow_Distance_Scale_Prop_Name, utsRenderer.shadowDistanceScale.value);
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Shader.SetGlobalFloat(Hair_Shadow_Depth_Bias_Prop_Name, utsRenderer.shadowDepthBias.value);
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Shader.SetGlobalFloat(Hair_Shadow_FadeIn_Prop_Name, utsRenderer.shadowFadeIn.value);
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Shader.SetGlobalFloat(Hair_Shadow_Fade_Out_Prop_Name, utsRenderer.shadowFadeOut.value);
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}
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protected override void Cleanup()
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{
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Release();
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}
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public void Release()
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{
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SetEnable(false);
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_outputRTHandle?.Release();
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}
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public void SetEnable(bool isEnable)
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{
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if (_isEnable != isEnable)
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{
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if (isEnable)
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if (ShouldReallocateBuffer())
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{
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Shader.EnableKeyword("_HAIR_SHADOWS");
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}
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else
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{
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Shader.DisableKeyword("_HAIR_SHADOWS");
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ReallocateBuffer();
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return;
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}
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_isEnable = isEnable;
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CoreUtils.SetRenderTarget(ctx.cmd, _outputRTHandle, ClearFlag.DepthStencil);
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var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
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var shouldRender = utsRenderer != null && utsRenderer.enableHairShadow.value && utsRenderer.state.value;
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if (!shouldRender)
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{
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CoreUtils.ClearRenderTarget(ctx.cmd, ClearFlag.DepthStencil, Color.black);
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return;
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}
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var mask = RenderStateMask.Nothing;
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var stateBlock = new RenderStateBlock(mask)
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{
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depthState = new DepthState(true, CompareFunction.LessEqual),
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};
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var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera)
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{
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renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
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sortingCriteria = SortingCriteria.CommonOpaque,
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excludeObjectMotionVectors = false,
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stateBlock = stateBlock,
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layerMask = layerMask,
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};
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CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
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Shader.SetGlobalVector(Hair_Shadow_RTHandle_Scale_Prop_Name, _outputRTHandle.rtHandleProperties.rtHandleScale);
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Shader.SetGlobalFloat(Hair_Shadow_Distance_Prop_Name, utsRenderer.shadowDistance.value);
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Shader.SetGlobalFloat(Hair_Shadow_Distance_Scale_Prop_Name, utsRenderer.shadowDistanceScale.value);
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Shader.SetGlobalFloat(Hair_Shadow_Depth_Bias_Prop_Name, utsRenderer.shadowDepthBias.value);
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Shader.SetGlobalFloat(Hair_Shadow_FadeIn_Prop_Name, utsRenderer.shadowFadeIn.value);
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Shader.SetGlobalFloat(Hair_Shadow_Fade_Out_Prop_Name, utsRenderer.shadowFadeOut.value);
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}
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protected override void Cleanup()
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{
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Release();
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}
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public void Release()
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{
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#if UNITY_EDITOR
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if (EditorApplication.isCompiling)
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{
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return;
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}
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#endif
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_outputRTHandle?.Release();
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}
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}
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}
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