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

@@ -2,15 +2,14 @@ using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Unity.Rendering.Toon
namespace Misaki.HdrpToon
{
[ExecuteAlways]
[DisallowMultipleComponent]
[UTSHelpURL("ToonEVAdjustment")]
internal class SceneToonEvAdjustment : MonoBehaviour
public class SceneToonEvAdjustment : MonoBehaviour
{
// flags
bool m_initialized = false;
@@ -69,10 +68,11 @@ namespace Unity.Rendering.Toon
DefaultAnimationCurve();
}
internal static AnimationCurve DefaultAnimationCurve()
public static AnimationCurve DefaultAnimationCurve()
{
return AnimationCurve.Linear(-10f, -10f, -1.32f, -1.32f);
}
void Update()
{
@@ -82,7 +82,7 @@ namespace Unity.Rendering.Toon
// Fail safe in case the curve is deleted / has 0 point
AnimationCurve curve = m_AnimationCurve;
var curve = m_AnimationCurve;
if (curve == null || curve.length == 0)
@@ -90,16 +90,16 @@ namespace Unity.Rendering.Toon
m_Min = 0f;
m_Max = 0f;
for (int i = 0; i < kAdjustmentCurvePrecision; i++)
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
m_ExposureArray[i] = 0.0f;
}
else
{
m_Min = curve[0].time;
m_Max = curve[curve.length - 1].time;
float step = (m_Max - m_Min) / (kAdjustmentCurvePrecision - 1f);
var step = (m_Max - m_Min) / (kAdjustmentCurvePrecision - 1f);
for (int i = 0; i < kAdjustmentCurvePrecision; i++)
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
m_ExposureArray[i] = curve.Evaluate(m_Min + step * i);
}