Update custom pass to global custom pass

This commit is contained in:
Misaki
2024-10-23 20:15:07 +09:00
parent e441bb7911
commit d0554a73bb
64 changed files with 949 additions and 46128 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
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