Changed the outline layer and hair shadow caster layer from LayerMask to RenderingLayerMask;
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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;
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_hairShadowPass.renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer;
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}
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}
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}
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