Changed the outline layer and hair shadow caster layer from LayerMask to RenderingLayerMask;

This commit is contained in:
Misaki
2024-11-18 01:06:42 +09:00
parent 1f63c6f4cb
commit ae9b32162d
24 changed files with 345 additions and 188 deletions

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using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace Unity.Toonshader.Editor
{
public class ConverterInitializer
{
[InitializeOnLoadMethod]
public static void Initialize()
{
ConverterHelper.RegisterTwoSideConverter<Vector3, Quaternion>(
nameof(QuaternionToVector3Converter),
QuaternionToVector3Converter.ConvertTo,
QuaternionToVector3Converter.ConvertBack);
}
}
public static class ConverterHelper
{
public static void RegisterTwoSideConverter<TSource, TResult>(string groupName, Func<TSource, TResult> convertTo, Func<TResult, TSource> convertBack)
{
var converterGroup = new ConverterGroup(groupName);
converterGroup.AddConverter((ref TSource v) => convertTo(v));
converterGroup.AddConverter((ref TResult v) => convertBack(v));
ConverterGroups.RegisterConverterGroup(converterGroup);
}
public static void RegisterOneSideConverter<T1, T2>(string groupName, Func<T1, T2> convertTo)
{
var converterGroup = new ConverterGroup(groupName);
converterGroup.AddConverter((ref T1 v) => convertTo(v));
ConverterGroups.RegisterConverterGroup(converterGroup);
}
}
}

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fileFormatVersion: 2
guid: 091c419e57c2e4a409d8b8e29f34bb03

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using UnityEngine;
namespace Unity.Toonshader.Editor
{
public struct QuaternionToVector3Converter
{
public static Quaternion ConvertTo(Vector3 vector3)
{
return Quaternion.Euler(vector3);
}
public static Vector3 ConvertBack(Quaternion quaternion)
{
return quaternion.eulerAngles;
}
}
}

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fileFormatVersion: 2
guid: 53711690ac788e5428e8410cfbd884a2