Update custom pass to global custom pass
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@@ -2,7 +2,6 @@ using System;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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namespace Unity.Toonshader
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{
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@@ -10,8 +9,7 @@ namespace Unity.Toonshader
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public class UTSRenderer : VolumeComponent
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{
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// flags
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bool m_initialized = false;
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bool m_srpCallbackInitialized = false;
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bool _initialized = false;
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const int kAdjustmentCurvePrecision = 128;
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@@ -24,12 +22,12 @@ namespace Unity.Toonshader
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const string kIgnoreVolumeExposurePropName = "_ToonIgnoreExposureMultiplier";
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[SerializeField]
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internal float[] m_ExposureArray;
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internal float[] _ExposureArray;
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[SerializeField]
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internal float m_Max, m_Min;
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internal float _Max, _Min;
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CustomPassVolume customPassVolume = new();
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UTSOutlinePass outlinePass = new();
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//CustomPassVolume customPassVolume = new();
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//UTSOutlinePass outlinePass = new();
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#if UNITY_EDITOR
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#pragma warning restore CS0414
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@@ -89,7 +87,7 @@ namespace Unity.Toonshader
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Initialize();
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if (!m_initialized)
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if (!_initialized)
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{
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return;
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}
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@@ -100,20 +98,20 @@ namespace Unity.Toonshader
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if (curve == null || curve.length == 0)
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{
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m_Min = 0f;
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m_Max = 0f;
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_Min = 0f;
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_Max = 0f;
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for (var i = 0; i < kAdjustmentCurvePrecision; i++)
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m_ExposureArray[i] = 0.0f;
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_ExposureArray[i] = 0.0f;
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}
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else
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{
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m_Min = curve[0].time;
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m_Max = curve[curve.length - 1].time;
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var step = (m_Max - m_Min) / (kAdjustmentCurvePrecision - 1f);
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_Min = curve[0].time;
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_Max = curve[curve.length - 1].time;
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var step = (_Max - _Min) / (kAdjustmentCurvePrecision - 1f);
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for (var i = 0; i < kAdjustmentCurvePrecision; i++)
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m_ExposureArray[i] = curve.Evaluate(m_Min + step * i);
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_ExposureArray[i] = curve.Evaluate(_Min + step * i);
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}
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@@ -132,9 +130,9 @@ namespace Unity.Toonshader
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m_isCompiling = false;
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}
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#endif
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Shader.SetGlobalFloatArray(kExposureArrayPropName, m_ExposureArray);
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Shader.SetGlobalFloat(kExposureMinPropName, m_Min);
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Shader.SetGlobalFloat(kExposureMaxPropName, m_Max);
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Shader.SetGlobalFloatArray(kExposureArrayPropName, _ExposureArray);
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Shader.SetGlobalFloat(kExposureMinPropName, _Min);
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Shader.SetGlobalFloat(kExposureMaxPropName, _Max);
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Shader.SetGlobalInt(kExposureAdjustmentPropName, toonEVAdjustment.value ? 1 : 0);
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Shader.SetGlobalInt(kToonLightFilterPropName, lightIntensityLimiter.value ? 1 : 0);
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Shader.SetGlobalInt(kIgnoreVolumeExposurePropName, ignoreVolumeExposure.value ? 1 : 0);
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@@ -148,7 +146,7 @@ namespace Unity.Toonshader
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void Initialize()
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{
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if (m_initialized)
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if (_initialized)
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{
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return;
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}
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@@ -159,12 +157,12 @@ namespace Unity.Toonshader
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return;
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#endif
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if (m_ExposureArray == null || m_ExposureArray.Length != kAdjustmentCurvePrecision)
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if (_ExposureArray == null || _ExposureArray.Length != kAdjustmentCurvePrecision)
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{
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m_ExposureArray = new float[kAdjustmentCurvePrecision];
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_ExposureArray = new float[kAdjustmentCurvePrecision];
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}
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m_initialized = true;
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_initialized = true;
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}
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protected override void OnDestroy()
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@@ -173,11 +171,11 @@ namespace Unity.Toonshader
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Release();
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}
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void Release()
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new void Release()
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{
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if (m_initialized)
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if (_initialized)
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{
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m_ExposureArray = null;
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_ExposureArray = null;
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Shader.SetGlobalFloat(kExposureMinPropName, 0);
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Shader.SetGlobalFloat(kExposureMaxPropName, 0);
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Shader.SetGlobalInt(kExposureAdjustmentPropName, 0);
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@@ -186,8 +184,8 @@ namespace Unity.Toonshader
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Shader.SetGlobalFloat(kCompensationPropName, 0);
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}
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m_initialized = false;
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_initialized = false;
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base.Release();
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}
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private void Reset()
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