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;
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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fileFormatVersion: 2
guid: 0d19dc5e91de57e46b4b146b129d4c87

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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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fileFormatVersion: 2
guid: 02a9f5e1730430c4090d73e427a7f7a3