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

View File

@@ -1,12 +1,11 @@
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System.Linq;
#if HDRP_IS_INSTALLED_FOR_UTS
using UnityEngine.Rendering.HighDefinition;
using Unity.Properties;
namespace Unity.Rendering.HighDefinition.Toon
{
@@ -18,24 +17,60 @@ namespace Unity.Rendering.HighDefinition.Toon
private bool _initialized = false;
private bool _srpCallbackInitialized = false;
[SerializeField]
private GameObject[] _gameObjects;
private HDAdditionalLightData _bindingSourceLightData;
private HDAdditionalLightData _targetBoxLightData;
[SerializeField]
private Renderer[] _renderers;
private uint _layerMask;
private Light _bindingSourceLight;
private Light _targetBoxLight;
[SerializeField]
internal HDAdditionalLightData targetBoxLight;
public Transform trackedTransform;
public bool followGameObjectPosition = false;
public bool followGameObjectRotation = false;
[SerializeField]
internal bool followGameObjectPosition = false;
public Vector3 positionOffset;
public Quaternion rotationOffset;
[CreateProperty]
public Light BindingSourceLight
{
get => _bindingSourceLight;
set
{
_bindingSourceLight = value;
_bindingSourceLightData = _bindingSourceLight.GetComponent<HDAdditionalLightData>();
}
}
[CreateProperty]
public Light TargetBoxLight
{
get => _targetBoxLight;
set
{
_targetBoxLight = value;
_targetBoxLightData = _targetBoxLight.GetComponent<HDAdditionalLightData>();
}
}
[CreateProperty]
public uint LayerMask
{
get => _layerMask;
set
{
if (_targetBoxLight == null || _bindingSourceLight == null)
{
return;
}
UpdateShadowLayer(_bindingSourceLightData, _layerMask, value);
UpdateShadowLayer(_targetBoxLightData, _layerMask, value);
_layerMask = value;
}
}
[SerializeField]
internal bool followGameObjectRotation = false;
[SerializeField]
internal Vector3 positionOffset;
[SerializeField]
internal Quaternion rotationOffset;
#if UNITY_EDITOR
#pragma warning restore CS0414
private bool _isCompiling = false;
@@ -56,16 +91,14 @@ namespace Unity.Rendering.HighDefinition.Toon
private void Awake()
{
Initialize();
}
// Start is called before the first frame update
private void Start()
{
}
// Update is called once per frame
private void Update()
private void LateUpdate()
{
Initialize();
@@ -84,31 +117,23 @@ namespace Unity.Rendering.HighDefinition.Toon
_isCompiling = false;
}
#endif
if (_renderers == null)
{
return;
}
if (targetBoxLight == null)
if (_targetBoxLight == null || _bindingSourceLight == null)
{
return;
}
// TODO: Set rendering layer mask when property changed.
for (var ii = 0; ii < _renderers.Length; ii++)
{
_renderers[ii].renderingLayerMask &= 0xffffff00;
_renderers[ii].renderingLayerMask |= (uint)targetBoxLight.lightlayersMask;
}
_targetBoxLight.enabled = _bindingSourceLight.enabled;
_targetBoxLight.intensity = _bindingSourceLight.intensity;
if (_gameObjects != null && _gameObjects.Length > 0 && _gameObjects[0] != null)
if (trackedTransform != null)
{
if (followGameObjectPosition)
{
targetBoxLight.transform.position = _gameObjects[0].transform.position + positionOffset;
_targetBoxLight.transform.position = trackedTransform.transform.position + positionOffset;
}
if (followGameObjectRotation)
{
targetBoxLight.transform.rotation = _gameObjects[0].transform.rotation * rotationOffset;
_targetBoxLight.transform.rotation = trackedTransform.transform.rotation * rotationOffset;
}
}
}
@@ -150,14 +175,14 @@ namespace Unity.Rendering.HighDefinition.Toon
Initialize();
}
internal static GameObject CreateBoxLight(GameObject[] gameObjects)
internal static GameObject CreateBoxLight(Transform transform)
{
if (gameObjects == null || gameObjects[0] == null)
if (transform == null)
{
Debug.LogError("Please, select a GameObject you want a Box Light to follow.");
return null;
}
var gameObjectName = "Box Light for " + gameObjects[0].name;
var gameObjectName = "Box Light for " + transform.name;
var lightGameObject = new GameObject(gameObjectName);
#if UNITY_EDITOR
Undo.RegisterCreatedObjectUndo(lightGameObject, "Created Boxlight adjustment");
@@ -180,7 +205,7 @@ namespace Unity.Rendering.HighDefinition.Toon
#if UNITY_EDITOR
Undo.RecordObject(boxLightAdjustment, "target " + boxLightAdjustment.name);
#endif
boxLightAdjustment.targetBoxLight = hdLightData;
boxLightAdjustment._targetBoxLight = hdLightData.GetComponent<Light>();
#if UNITY_EDITOR
Undo.RecordObject(lightGameObject.transform, "Position " + lightGameObject.transform.name);
#endif
@@ -197,12 +222,20 @@ namespace Unity.Rendering.HighDefinition.Toon
hdLightData.gameObject.transform.rotation = goRot;
// must be put to gameObject model chain.
boxLightAdjustment._gameObjects = gameObjects;
boxLightAdjustment.trackedTransform = transform;
return lightGameObject;
}
private void UpdateShadowLayer(HDAdditionalLightData lightData, uint oldValue, uint newValue)
{
lightData.linkShadowLayers = false;
var oldShadowLayer = lightData.GetShadowLayers();
oldShadowLayer &= ~oldValue;
var newShadowLayer = oldShadowLayer | newValue;
lightData.SetShadowLightLayer((UnityEngine.Rendering.HighDefinition.RenderingLayerMask)newShadowLayer);
}
private void Initialize()
{
@@ -216,62 +249,15 @@ namespace Unity.Rendering.HighDefinition.Toon
if (EditorApplication.isCompiling)
return;
#endif
if (_gameObjects == null)
if (trackedTransform == null)
{
return;
}
var objCount = _gameObjects.Length;
var rendererCount = 0;
var rendererList = new List<Renderer>();
for (var ii = 0; ii < objCount; ii++)
if (_targetBoxLight != null)
{
if (_gameObjects[ii] == null)
{
continue;
}
var renderer = _gameObjects[ii].GetComponent<Renderer>();
if (renderer != null)
{
rendererCount++;
rendererList.Add(renderer);
}
var childGameObjects = _gameObjects[ii].GetComponentsInChildren<Transform>().Select(t => t.gameObject).ToArray();
var childCount = childGameObjects.Length;
for (var jj = 0; jj < childCount; jj++)
{
if (_gameObjects[ii] == childGameObjects[jj])
{
continue;
}
var modelToonEvAdjustment = childGameObjects[jj].GetComponent<BoxLightAdjustment>();
if (modelToonEvAdjustment != null)
{
break;
}
renderer = childGameObjects[jj].GetComponent<Renderer>();
if (renderer == null)
{
continue;
};
rendererList.Add(renderer);
rendererCount++;
}
if (rendererCount != 0)
{
_renderers = rendererList.ToArray();
}
}
if (targetBoxLight != null && objCount > 0)
{
positionOffset = targetBoxLight.transform.position - _gameObjects[0].transform.position;
rotationOffset = Quaternion.Inverse(_gameObjects[0].transform.rotation) * targetBoxLight.transform.rotation;
positionOffset = _targetBoxLight.transform.position - trackedTransform.transform.position;
rotationOffset = Quaternion.Inverse(trackedTransform.transform.rotation) * _targetBoxLight.transform.rotation;
}
_initialized = true;
@@ -279,13 +265,7 @@ namespace Unity.Rendering.HighDefinition.Toon
private void Release()
{
if (_initialized)
{
_renderers = null;
}
_initialized = false;
}
}
}

View File

@@ -1,46 +0,0 @@
using System;
using UnityEditor;
using UnityEngine;
namespace Unity.Toonshader
{
[Serializable]
public struct UTSOutlineSetting
{
public bool enable;
public LayerMask layerMask;
}
[Serializable]
public struct UtsHairShadowSetting
{
public bool enable;
public LayerMask casterLayerMask;
}
[CreateAssetMenu(fileName = "UTSRenderSetting", menuName = "UTS/RenderSetting")]
public class UTSRenderPassSetting : ScriptableObject
{
public const string RENDERER_SETTING_ASSET_PATH = "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Resources/UTSRenderSetting.asset";
public UTSOutlineSetting outlineSetting;
public UtsHairShadowSetting hairShadowSetting;
internal static UTSRenderPassSetting GetOrCreateSettings()
{
var settings = AssetDatabase.LoadAssetAtPath<UTSRenderPassSetting>(RENDERER_SETTING_ASSET_PATH);
if (settings == null)
{
settings = CreateInstance<UTSRenderPassSetting>();
AssetDatabase.CreateAsset(settings, RENDERER_SETTING_ASSET_PATH);
AssetDatabase.SaveAssets();
}
return settings;
}
public static SerializedObject GetSerializedSettings()
{
return new(GetOrCreateSettings());
}
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 0d19dc5e91de57e46b4b146b129d4c87

View File

@@ -0,0 +1,63 @@
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Unity.Toonshader
{
[Serializable]
public struct UTSOutlineSetting
{
public bool enable;
public RenderingLayerMask renderingLayer;
}
[Serializable]
public struct UtsHairShadowSetting
{
public bool enable;
public RenderingLayerMask CasterRenderingLayer;
}
[CreateAssetMenu(fileName = "UTSRenderSetting", menuName = "UTS/RenderSetting")]
public class UTSRenderPassSettings : ScriptableObject
{
public const string UTS_RENDERING_SETTINGS_NAME = "UTSRenderingSettings";
private const string UTS_Rendering_Settings_Path = "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Resources/UTSRenderSettings.asset";
public UTSOutlineSetting outlineSetting;
public UtsHairShadowSetting hairShadowSetting;
internal static UTSRenderPassSettings GetOrCreateSettings()
{
#if UNITY_EDITOR
if (EditorBuildSettings.TryGetConfigObject<UTSRenderPassSettings>(UTS_RENDERING_SETTINGS_NAME, out var settings))
{
return settings;
}
UTSRenderPassSettings renderingSettings = null;
if (File.Exists(UTS_Rendering_Settings_Path))
{
renderingSettings = AssetDatabase.LoadAssetAtPath<UTSRenderPassSettings>(UTS_Rendering_Settings_Path);
}
else
{
renderingSettings = CreateInstance<UTSRenderPassSettings>();
AssetDatabase.CreateAsset(renderingSettings, UTS_Rendering_Settings_Path);
}
EditorBuildSettings.AddConfigObject(UTS_RENDERING_SETTINGS_NAME, renderingSettings, false);
return renderingSettings;
#else
return Resources.Load<UTSRenderPassSettings>(Path.GetFileNameWithoutExtension(UTS_Rendering_Settings_Path));
#endif
}
public static SerializedObject GetSerializedSettings()
{
return new(GetOrCreateSettings());
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 02a9f5e1730430c4090d73e427a7f7a3

View File

@@ -9,16 +9,16 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0d19dc5e91de57e46b4b146b129d4c87, type: 3}
m_Name: UTSRenderSetting
m_Script: {fileID: 11500000, guid: 02a9f5e1730430c4090d73e427a7f7a3, type: 3}
m_Name: UTSRenderSettings
m_EditorClassIdentifier:
outlineSetting:
enable: 1
layerMask:
serializedVersion: 2
m_Bits: 72
renderingLayer:
serializedVersion: 0
m_Bits: 2
hairShadowSetting:
enable: 1
casterLayerMask:
serializedVersion: 2
m_Bits: 8
CasterRenderingLayer:
serializedVersion: 0
m_Bits: 4

View File

@@ -19,6 +19,8 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
private RTHandle _outputRTHandle;
private bool _isEnable = false;
public UnityEngine.RenderingLayerMask renderingLayerMask;
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
_outputRTHandle?.Release();
@@ -61,7 +63,7 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
sortingCriteria = sortingCriteria,
excludeObjectMotionVectors = false,
stateBlock = stateBlock,
layerMask = layerMask,
renderingLayerMask = renderingLayerMask,
};
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));

View File

@@ -6,6 +6,8 @@ using UnityEngine.Rendering.HighDefinition;
[HideInInspector]
public class UTSOutlinePass : DrawRenderersCustomPass
{
public UnityEngine.RenderingLayerMask renderingLayerMask;
protected override void Execute(CustomPassContext ctx)
{
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
@@ -37,7 +39,7 @@ public class UTSOutlinePass : DrawRenderersCustomPass
overrideMaterial = overrideMaterial,
overrideMaterialPassIndex = (overrideMaterial != null) ? overrideMaterial.FindPass(overrideMaterialPassName) : 0,
stateBlock = stateBlock,
layerMask = layerMask,
renderingLayerMask = renderingLayerMask,
};
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));

View File

@@ -1,4 +1,3 @@
using System.IO;
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
@@ -9,16 +8,14 @@ namespace Unity.Toonshader
#endif
public static class RegisterUTSRenderPass
{
private static readonly UTSRenderPassSetting _renderSetting;
private static readonly UTSRenderPassSettings _renderSetting;
private static readonly UTSOutlinePass _outlinePass;
private static readonly UTSHairShadowPass _hairShadowPass;
static RegisterUTSRenderPass()
{
var assetPath = Path.GetFileNameWithoutExtension(UTSRenderPassSetting.RENDERER_SETTING_ASSET_PATH);
_renderSetting = Resources.Load<UTSRenderPassSetting>(assetPath);
_renderSetting = UTSRenderPassSettings.GetOrCreateSettings();
if (_renderSetting == null)
{
return;
@@ -27,13 +24,13 @@ namespace Unity.Toonshader
_outlinePass = new()
{
name = "UTS Outline",
layerMask = _renderSetting.outlineSetting.layerMask
renderingLayerMask = _renderSetting.outlineSetting.renderingLayer
};
_hairShadowPass = new()
{
name = "UTS Hair Shadow Map",
layerMask = _renderSetting.hairShadowSetting.casterLayerMask,
renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer,
targetColorBuffer = CustomPass.TargetBuffer.None,
targetDepthBuffer = CustomPass.TargetBuffer.None,
};
@@ -61,10 +58,10 @@ namespace Unity.Toonshader
public static void NotifyRendererSettingChanged()
{
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
_outlinePass.layerMask = _renderSetting.outlineSetting.layerMask;
_outlinePass.renderingLayerMask = _renderSetting.outlineSetting.renderingLayer;
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
_hairShadowPass.layerMask = _renderSetting.hairShadowSetting.casterLayerMask;
_hairShadowPass.renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer;
}
}
}