Added HairBlending shader pass;

Added HairBlendingSetting in UTSRenderPassSetting;
Added MaterialType to UTS;
Added MaterialFeature scope to UTS material editor;

Merged HairBlendingPass and HairShadowPass into UTSPass;

Fixed the bug that character box light can not update rotation correctly according to bound light source;
This commit is contained in:
Misaki
2025-01-09 07:58:06 +09:00
parent 9290223624
commit d47641e5e2
18 changed files with 627 additions and 368 deletions

View File

@@ -5,17 +5,30 @@ using UnityEngine;
namespace Misaki.HdrpToon
{
[Serializable]
internal struct UTSOutlineSetting
internal enum BufferQuality
{
public bool enable;
Low,
High
}
[Serializable]
internal struct UtsHairShadowSetting
{
public bool enable;
public UTSHairShadowPass.ShadowQuality shadowQuality;
public BufferQuality quality;
}
[Serializable]
internal struct UtsHairBlendingSetting
{
public bool enable;
public BufferQuality quality;
}
[Serializable]
internal struct UTSOutlineSetting
{
public bool enable;
}
[CreateAssetMenu(fileName = "UTSRenderSetting", menuName = "UTS/RenderSetting")]
@@ -25,10 +38,12 @@ namespace Misaki.HdrpToon
public const string UTS_RENDERING_SETTINGS_PATH = "Assets/Resources/Settings/UTSRenderSettings.asset";
public const string UTS_RENDERING_SETTINGS_RESOURCES_PATH = "Settings/UTSRenderSettings";
[SerializeField]
internal UTSOutlineSetting outlineSetting;
[SerializeField]
internal UtsHairShadowSetting hairShadowSetting;
[SerializeField]
internal UtsHairBlendingSetting hairBlendingSetting;
[SerializeField]
internal UTSOutlineSetting outlineSetting;
internal static UTSRenderPassSettings GetOrCreateSettings()
{