Updated namespace;
Added UTSPass; Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
This commit is contained in:
@@ -1,22 +1,15 @@
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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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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine.Rendering;
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using UnityEngine.Experimental.Rendering;
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using UnityObject = UnityEngine.Object;
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using System.Linq;
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namespace Unity.Rendering.Toon
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namespace Misaki.HdrpToon
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{
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[ExecuteAlways]
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[DisallowMultipleComponent]
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[UTSHelpURL("ToonEVAdjustment")]
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internal class ModelToonEvAdjustment : MonoBehaviour
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public class ModelToonEvAdjustment : MonoBehaviour
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{
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const string kCompensationPorpName = "_ToonEvAdjustmentCompensation";
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const string kExposureAdjustmentPropName = "_ToonEvAdjustmentCurve";
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@@ -31,30 +24,20 @@ namespace Unity.Rendering.Toon
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const int kAdjustmentCurvePrecision = 128;
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[SerializeField]
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internal bool m_ToonLightHiCutFilter = false;
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[SerializeField]
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internal bool m_ExposureAdjustmnt = false;
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[SerializeField]
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internal bool m_IgnorVolumeExposure = false;
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[SerializeField]
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internal AnimationCurve m_AnimationCurve = DefaultAnimationCurve();
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[SerializeField]
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internal float[] m_ExposureArray;
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[SerializeField]
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internal float m_Max, m_Min;
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[SerializeField]
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internal float m_Compensation;
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public bool m_ToonLightHiCutFilter = false;
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public bool m_ExposureAdjustmnt = false;
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public bool m_IgnorVolumeExposure = false;
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public AnimationCurve m_AnimationCurve = DefaultAnimationCurve();
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public float[] m_ExposureArray;
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public float m_Max, m_Min;
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public float m_Compensation;
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internal GameObject[] m_Objs;
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[SerializeField]
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// [HideInInspector]
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// [HideInInspector]
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Renderer[] m_Renderers;
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[SerializeField]
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// [HideInInspector]
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// [HideInInspector]
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MaterialPropertyBlock[] m_MaterialPropertyBlocks;
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#if UNITY_EDITOR
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@@ -111,16 +94,16 @@ namespace Unity.Rendering.Toon
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m_Min = 0f;
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m_Max = 0f;
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for (int i = 0; i < kAdjustmentCurvePrecision; i++)
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for (var i = 0; i < kAdjustmentCurvePrecision; i++)
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m_ExposureArray[i] = 0.0f;
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}
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else
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{
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m_Min = curve[0].time;
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m_Max = curve[curve.length - 1].time;
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float step = (m_Max - m_Min) / (kAdjustmentCurvePrecision - 1f);
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var step = (m_Max - m_Min) / (kAdjustmentCurvePrecision - 1f);
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for (int i = 0; i < kAdjustmentCurvePrecision; i++)
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for (var i = 0; i < kAdjustmentCurvePrecision; i++)
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m_ExposureArray[i] = curve.Evaluate(m_Min + step * i);
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}
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@@ -143,8 +126,8 @@ namespace Unity.Rendering.Toon
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int length = m_Renderers.Length;
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for (int ii = 0; ii < length; ii++)
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var length = m_Renderers.Length;
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for (var ii = 0; ii < length; ii++)
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{
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m_Renderers[ii].GetPropertyBlock(m_MaterialPropertyBlocks[ii]);
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@@ -209,13 +192,13 @@ namespace Unity.Rendering.Toon
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m_Objs = new GameObject[1];
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m_Objs[0] = this.gameObject;
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}
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int objCount = m_Objs.Length;
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int rendererCount = 0;
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var objCount = m_Objs.Length;
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var rendererCount = 0;
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List<Renderer> rendererList = new List<Renderer>();
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for (int ii = 0; ii < objCount; ii++)
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var rendererList = new List<Renderer>();
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for (var ii = 0; ii < objCount; ii++)
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{
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if (m_Objs[ii] == null )
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if (m_Objs[ii] == null)
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{
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continue;
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}
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@@ -227,20 +210,20 @@ namespace Unity.Rendering.Toon
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rendererCount++;
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rendererList.Add(renderer);
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}
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GameObject[] childGameObjects = m_Objs[ii].GetComponentsInChildren<Transform>().Select(t => t.gameObject).ToArray();
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int childCount = childGameObjects.Length;
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for (int jj = 0; jj < childCount; jj++)
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var childGameObjects = m_Objs[ii].GetComponentsInChildren<Transform>().Select(t => t.gameObject).ToArray();
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var childCount = childGameObjects.Length;
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for (var jj = 0; jj < childCount; jj++)
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{
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if (m_Objs[ii] == childGameObjects[jj])
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continue;
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var modelToonEvAdjustment = childGameObjects[jj].GetComponent<ModelToonEvAdjustment>();
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if ( modelToonEvAdjustment != null )
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if (modelToonEvAdjustment != null)
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{
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break;
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}
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renderer = childGameObjects[jj].GetComponent<Renderer>();
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if ( renderer != null )
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if (renderer != null)
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{
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rendererList.Add(renderer);
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rendererCount++;
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@@ -249,12 +232,12 @@ namespace Unity.Rendering.Toon
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}
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if (rendererCount != 0)
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{
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m_MaterialPropertyBlocks = new MaterialPropertyBlock[rendererCount];
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m_Renderers = rendererList.ToArray();
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for (int ii = 0; ii < rendererCount; ii++)
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for (var ii = 0; ii < rendererCount; ii++)
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{
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m_MaterialPropertyBlocks[ii] = new MaterialPropertyBlock();
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}
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@@ -272,10 +255,10 @@ namespace Unity.Rendering.Toon
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if (m_initialized)
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{
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m_ExposureArray = null;
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if (m_Renderers != null )
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if (m_Renderers != null)
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{
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int length = m_Renderers.Length;
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for (int ii = 0; ii < length; ii++)
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var length = m_Renderers.Length;
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for (var ii = 0; ii < length; ii++)
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{
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m_Renderers[ii].SetPropertyBlock(null);
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}
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