Changed the outline layer and hair shadow caster layer from LayerMask to RenderingLayerMask;
This commit is contained in:
@@ -1,12 +1,11 @@
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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 System.Linq;
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#if HDRP_IS_INSTALLED_FOR_UTS
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using UnityEngine.Rendering.HighDefinition;
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using Unity.Properties;
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namespace Unity.Rendering.HighDefinition.Toon
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{
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@@ -18,24 +17,60 @@ namespace Unity.Rendering.HighDefinition.Toon
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private bool _initialized = false;
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private bool _srpCallbackInitialized = false;
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[SerializeField]
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private GameObject[] _gameObjects;
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private HDAdditionalLightData _bindingSourceLightData;
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private HDAdditionalLightData _targetBoxLightData;
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[SerializeField]
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private Renderer[] _renderers;
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private uint _layerMask;
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private Light _bindingSourceLight;
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private Light _targetBoxLight;
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[SerializeField]
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internal HDAdditionalLightData targetBoxLight;
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public Transform trackedTransform;
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public bool followGameObjectPosition = false;
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public bool followGameObjectRotation = false;
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[SerializeField]
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internal bool followGameObjectPosition = false;
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public Vector3 positionOffset;
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public Quaternion rotationOffset;
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[CreateProperty]
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public Light BindingSourceLight
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{
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get => _bindingSourceLight;
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set
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{
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_bindingSourceLight = value;
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_bindingSourceLightData = _bindingSourceLight.GetComponent<HDAdditionalLightData>();
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}
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}
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[CreateProperty]
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public Light TargetBoxLight
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{
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get => _targetBoxLight;
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set
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{
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_targetBoxLight = value;
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_targetBoxLightData = _targetBoxLight.GetComponent<HDAdditionalLightData>();
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}
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}
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[CreateProperty]
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public uint LayerMask
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{
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get => _layerMask;
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set
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{
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if (_targetBoxLight == null || _bindingSourceLight == null)
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{
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return;
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}
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UpdateShadowLayer(_bindingSourceLightData, _layerMask, value);
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UpdateShadowLayer(_targetBoxLightData, _layerMask, value);
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_layerMask = value;
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}
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}
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[SerializeField]
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internal bool followGameObjectRotation = false;
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[SerializeField]
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internal Vector3 positionOffset;
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[SerializeField]
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internal Quaternion rotationOffset;
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#if UNITY_EDITOR
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#pragma warning restore CS0414
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private bool _isCompiling = false;
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@@ -56,16 +91,14 @@ namespace Unity.Rendering.HighDefinition.Toon
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private void Awake()
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{
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Initialize();
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}
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// Start is called before the first frame update
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private void Start()
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{
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}
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// Update is called once per frame
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private void Update()
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private void LateUpdate()
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{
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Initialize();
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@@ -84,31 +117,23 @@ namespace Unity.Rendering.HighDefinition.Toon
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_isCompiling = false;
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}
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#endif
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if (_renderers == null)
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{
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return;
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}
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if (targetBoxLight == null)
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if (_targetBoxLight == null || _bindingSourceLight == null)
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{
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return;
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}
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// TODO: Set rendering layer mask when property changed.
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for (var ii = 0; ii < _renderers.Length; ii++)
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{
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_renderers[ii].renderingLayerMask &= 0xffffff00;
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_renderers[ii].renderingLayerMask |= (uint)targetBoxLight.lightlayersMask;
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}
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_targetBoxLight.enabled = _bindingSourceLight.enabled;
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_targetBoxLight.intensity = _bindingSourceLight.intensity;
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if (_gameObjects != null && _gameObjects.Length > 0 && _gameObjects[0] != null)
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if (trackedTransform != null)
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{
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if (followGameObjectPosition)
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{
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targetBoxLight.transform.position = _gameObjects[0].transform.position + positionOffset;
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_targetBoxLight.transform.position = trackedTransform.transform.position + positionOffset;
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}
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if (followGameObjectRotation)
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{
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targetBoxLight.transform.rotation = _gameObjects[0].transform.rotation * rotationOffset;
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_targetBoxLight.transform.rotation = trackedTransform.transform.rotation * rotationOffset;
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}
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}
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}
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@@ -150,14 +175,14 @@ namespace Unity.Rendering.HighDefinition.Toon
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Initialize();
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}
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internal static GameObject CreateBoxLight(GameObject[] gameObjects)
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internal static GameObject CreateBoxLight(Transform transform)
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{
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if (gameObjects == null || gameObjects[0] == null)
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if (transform == null)
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{
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Debug.LogError("Please, select a GameObject you want a Box Light to follow.");
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return null;
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}
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var gameObjectName = "Box Light for " + gameObjects[0].name;
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var gameObjectName = "Box Light for " + transform.name;
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var lightGameObject = new GameObject(gameObjectName);
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#if UNITY_EDITOR
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Undo.RegisterCreatedObjectUndo(lightGameObject, "Created Boxlight adjustment");
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@@ -180,7 +205,7 @@ namespace Unity.Rendering.HighDefinition.Toon
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#if UNITY_EDITOR
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Undo.RecordObject(boxLightAdjustment, "target " + boxLightAdjustment.name);
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#endif
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boxLightAdjustment.targetBoxLight = hdLightData;
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boxLightAdjustment._targetBoxLight = hdLightData.GetComponent<Light>();
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#if UNITY_EDITOR
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Undo.RecordObject(lightGameObject.transform, "Position " + lightGameObject.transform.name);
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#endif
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@@ -197,12 +222,20 @@ namespace Unity.Rendering.HighDefinition.Toon
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hdLightData.gameObject.transform.rotation = goRot;
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// must be put to gameObject model chain.
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boxLightAdjustment._gameObjects = gameObjects;
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boxLightAdjustment.trackedTransform = transform;
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return lightGameObject;
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}
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private void UpdateShadowLayer(HDAdditionalLightData lightData, uint oldValue, uint newValue)
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{
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lightData.linkShadowLayers = false;
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var oldShadowLayer = lightData.GetShadowLayers();
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oldShadowLayer &= ~oldValue;
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var newShadowLayer = oldShadowLayer | newValue;
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lightData.SetShadowLightLayer((UnityEngine.Rendering.HighDefinition.RenderingLayerMask)newShadowLayer);
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}
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private void Initialize()
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{
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@@ -216,62 +249,15 @@ namespace Unity.Rendering.HighDefinition.Toon
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if (EditorApplication.isCompiling)
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return;
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#endif
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if (_gameObjects == null)
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if (trackedTransform == null)
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{
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return;
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}
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var objCount = _gameObjects.Length;
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var rendererCount = 0;
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var rendererList = new List<Renderer>();
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for (var ii = 0; ii < objCount; ii++)
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if (_targetBoxLight != null)
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{
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if (_gameObjects[ii] == null)
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{
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continue;
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}
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var renderer = _gameObjects[ii].GetComponent<Renderer>();
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if (renderer != null)
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{
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rendererCount++;
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rendererList.Add(renderer);
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}
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var childGameObjects = _gameObjects[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 (_gameObjects[ii] == childGameObjects[jj])
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{
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continue;
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}
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var modelToonEvAdjustment = childGameObjects[jj].GetComponent<BoxLightAdjustment>();
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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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{
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continue;
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};
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rendererList.Add(renderer);
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rendererCount++;
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}
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if (rendererCount != 0)
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{
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_renderers = rendererList.ToArray();
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}
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}
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if (targetBoxLight != null && objCount > 0)
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{
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positionOffset = targetBoxLight.transform.position - _gameObjects[0].transform.position;
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rotationOffset = Quaternion.Inverse(_gameObjects[0].transform.rotation) * targetBoxLight.transform.rotation;
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positionOffset = _targetBoxLight.transform.position - trackedTransform.transform.position;
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rotationOffset = Quaternion.Inverse(trackedTransform.transform.rotation) * _targetBoxLight.transform.rotation;
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}
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_initialized = true;
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@@ -279,13 +265,7 @@ namespace Unity.Rendering.HighDefinition.Toon
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private void Release()
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{
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if (_initialized)
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{
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_renderers = null;
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}
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_initialized = false;
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}
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}
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}
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@@ -1,46 +0,0 @@
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using System;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Toonshader
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{
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[Serializable]
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public struct UTSOutlineSetting
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{
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public bool enable;
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public LayerMask layerMask;
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}
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[Serializable]
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public struct UtsHairShadowSetting
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{
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public bool enable;
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public LayerMask casterLayerMask;
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}
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[CreateAssetMenu(fileName = "UTSRenderSetting", menuName = "UTS/RenderSetting")]
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public class UTSRenderPassSetting : ScriptableObject
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{
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public const string RENDERER_SETTING_ASSET_PATH = "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Resources/UTSRenderSetting.asset";
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public UTSOutlineSetting outlineSetting;
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public UtsHairShadowSetting hairShadowSetting;
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internal static UTSRenderPassSetting GetOrCreateSettings()
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{
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var settings = AssetDatabase.LoadAssetAtPath<UTSRenderPassSetting>(RENDERER_SETTING_ASSET_PATH);
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if (settings == null)
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{
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settings = CreateInstance<UTSRenderPassSetting>();
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AssetDatabase.CreateAsset(settings, RENDERER_SETTING_ASSET_PATH);
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AssetDatabase.SaveAssets();
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}
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return settings;
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}
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public static SerializedObject GetSerializedSettings()
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{
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return new(GetOrCreateSettings());
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 0d19dc5e91de57e46b4b146b129d4c87
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63
Runtime/HDRP/Models/UTSRenderPassSettings.cs
Normal file
63
Runtime/HDRP/Models/UTSRenderPassSettings.cs
Normal file
@@ -0,0 +1,63 @@
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using System;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Toonshader
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{
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[Serializable]
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public struct UTSOutlineSetting
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{
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public bool enable;
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public RenderingLayerMask renderingLayer;
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}
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[Serializable]
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public struct UtsHairShadowSetting
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{
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public bool enable;
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public RenderingLayerMask CasterRenderingLayer;
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}
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[CreateAssetMenu(fileName = "UTSRenderSetting", menuName = "UTS/RenderSetting")]
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public class UTSRenderPassSettings : ScriptableObject
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{
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public const string UTS_RENDERING_SETTINGS_NAME = "UTSRenderingSettings";
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private const string UTS_Rendering_Settings_Path = "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Resources/UTSRenderSettings.asset";
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public UTSOutlineSetting outlineSetting;
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public UtsHairShadowSetting hairShadowSetting;
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internal static UTSRenderPassSettings GetOrCreateSettings()
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{
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#if UNITY_EDITOR
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if (EditorBuildSettings.TryGetConfigObject<UTSRenderPassSettings>(UTS_RENDERING_SETTINGS_NAME, out var settings))
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{
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return settings;
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}
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UTSRenderPassSettings renderingSettings = null;
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if (File.Exists(UTS_Rendering_Settings_Path))
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{
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renderingSettings = AssetDatabase.LoadAssetAtPath<UTSRenderPassSettings>(UTS_Rendering_Settings_Path);
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}
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else
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{
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renderingSettings = CreateInstance<UTSRenderPassSettings>();
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AssetDatabase.CreateAsset(renderingSettings, UTS_Rendering_Settings_Path);
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}
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EditorBuildSettings.AddConfigObject(UTS_RENDERING_SETTINGS_NAME, renderingSettings, false);
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return renderingSettings;
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#else
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return Resources.Load<UTSRenderPassSettings>(Path.GetFileNameWithoutExtension(UTS_Rendering_Settings_Path));
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#endif
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}
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public static SerializedObject GetSerializedSettings()
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{
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return new(GetOrCreateSettings());
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}
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}
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}
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2
Runtime/HDRP/Models/UTSRenderPassSettings.cs.meta
Normal file
2
Runtime/HDRP/Models/UTSRenderPassSettings.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 02a9f5e1730430c4090d73e427a7f7a3
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@@ -9,16 +9,16 @@ MonoBehaviour:
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 0d19dc5e91de57e46b4b146b129d4c87, type: 3}
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m_Name: UTSRenderSetting
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m_Script: {fileID: 11500000, guid: 02a9f5e1730430c4090d73e427a7f7a3, type: 3}
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m_Name: UTSRenderSettings
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m_EditorClassIdentifier:
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outlineSetting:
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enable: 1
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layerMask:
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serializedVersion: 2
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m_Bits: 72
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renderingLayer:
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serializedVersion: 0
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m_Bits: 2
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hairShadowSetting:
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enable: 1
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casterLayerMask:
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serializedVersion: 2
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m_Bits: 8
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CasterRenderingLayer:
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serializedVersion: 0
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m_Bits: 4
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@@ -19,6 +19,8 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
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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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{
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_outputRTHandle?.Release();
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@@ -61,7 +63,7 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
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sortingCriteria = sortingCriteria,
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excludeObjectMotionVectors = false,
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stateBlock = stateBlock,
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layerMask = layerMask,
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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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@@ -6,6 +6,8 @@ using UnityEngine.Rendering.HighDefinition;
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[HideInInspector]
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public class UTSOutlinePass : DrawRenderersCustomPass
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{
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public UnityEngine.RenderingLayerMask renderingLayerMask;
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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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@@ -37,7 +39,7 @@ public class UTSOutlinePass : DrawRenderersCustomPass
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overrideMaterial = overrideMaterial,
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overrideMaterialPassIndex = (overrideMaterial != null) ? overrideMaterial.FindPass(overrideMaterialPassName) : 0,
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stateBlock = stateBlock,
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layerMask = layerMask,
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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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@@ -1,4 +1,3 @@
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using System.IO;
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using UnityEngine;
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using UnityEngine.Rendering.HighDefinition;
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@@ -9,16 +8,14 @@ namespace Unity.Toonshader
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#endif
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public static class RegisterUTSRenderPass
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{
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private static readonly UTSRenderPassSetting _renderSetting;
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private static readonly UTSRenderPassSettings _renderSetting;
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private static readonly UTSOutlinePass _outlinePass;
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private static readonly UTSHairShadowPass _hairShadowPass;
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static RegisterUTSRenderPass()
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{
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var assetPath = Path.GetFileNameWithoutExtension(UTSRenderPassSetting.RENDERER_SETTING_ASSET_PATH);
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_renderSetting = Resources.Load<UTSRenderPassSetting>(assetPath);
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_renderSetting = UTSRenderPassSettings.GetOrCreateSettings();
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if (_renderSetting == null)
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{
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return;
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@@ -27,13 +24,13 @@ namespace Unity.Toonshader
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_outlinePass = new()
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{
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name = "UTS Outline",
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layerMask = _renderSetting.outlineSetting.layerMask
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renderingLayerMask = _renderSetting.outlineSetting.renderingLayer
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};
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_hairShadowPass = new()
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{
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name = "UTS Hair Shadow Map",
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layerMask = _renderSetting.hairShadowSetting.casterLayerMask,
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renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer,
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targetColorBuffer = CustomPass.TargetBuffer.None,
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targetDepthBuffer = CustomPass.TargetBuffer.None,
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};
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@@ -61,10 +58,10 @@ namespace Unity.Toonshader
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public static void NotifyRendererSettingChanged()
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{
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_outlinePass.enabled = _renderSetting.outlineSetting.enable;
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_outlinePass.layerMask = _renderSetting.outlineSetting.layerMask;
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_outlinePass.renderingLayerMask = _renderSetting.outlineSetting.renderingLayer;
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_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
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_hairShadowPass.layerMask = _renderSetting.hairShadowSetting.casterLayerMask;
|
||||
_hairShadowPass.renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user