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Misaki
2024-08-15 17:00:11 +09:00
parent 684c51a8c0
commit e441bb7911
162 changed files with 63084 additions and 0 deletions

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using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
namespace Unity.Toonshader
{
[Serializable, VolumeComponentMenu("Rendering/Unity Toon Shader")]
public class UTSRenderer : VolumeComponent
{
// flags
bool m_initialized = false;
bool m_srpCallbackInitialized = false;
const int kAdjustmentCurvePrecision = 128;
const string kCompensationPropName = "_ToonEvAdjustmentCompensation";
const string kExposureAdjustmentPropName = "_ToonEvAdjustmentCurve";
const string kExposureArrayPropName = "_ToonEvAdjustmentValueArray";
const string kExposureMinPropName = "_ToonEvAdjustmentValueMin";
const string kExposureMaxPropName = "_ToonEvAdjustmentValueMax";
const string kToonLightFilterPropName = "_ToonLightHiCutFilter";
const string kIgnoreVolumeExposurePropName = "_ToonIgnoreExposureMultiplier";
[SerializeField]
internal float[] m_ExposureArray;
[SerializeField]
internal float m_Max, m_Min;
CustomPassVolume customPassVolume = new();
UTSOutlinePass outlinePass = new();
#if UNITY_EDITOR
#pragma warning restore CS0414
bool m_isCompiling = false;
#endif
public BoolParameter enable = new BoolParameter(false, BoolParameter.DisplayType.EnumPopup);
[Space]
[Header("Outline")]
public BoolParameter enableOutline = new BoolParameter(false);
public MinFloatParameter outlineMaxWidth = new MinFloatParameter(1.0f, 0.0f);
[Space]
[Header("Hair Shadow")]
public BoolParameter enableHairShadow = new BoolParameter(false);
public ClampedFloatParameter shadowDistance = new ClampedFloatParameter(5.0f, 0.0f, 20.0f);
public ClampedFloatParameter shadowDistanceScale = new ClampedFloatParameter(0.5f, 0.0f, 1.0f);
public ClampedFloatParameter shadowDepthBias = new ClampedFloatParameter(0f, 0.0f, 0.01f);
public FloatParameter shadowFadeIn = new FloatParameter(45f);
public FloatParameter shadowFadeOut = new FloatParameter(50f);
[Space]
[Header("Exposure")]
public BoolParameter ignoreVolumeExposure = new BoolParameter(false);
public BoolParameter lightIntensityLimiter = new BoolParameter(false);
public MinFloatParameter compensation = new MinFloatParameter(0.0f, 0.0f);
public BoolParameter toonEVAdjustment = new BoolParameter(false);
public AnimationCurveParameter adjustmentCurve = new AnimationCurveParameter(DefaultAnimationCurve());
UTSRenderer()
{
displayName = "UTS Renderer";
}
protected override void OnEnable()
{
base.OnEnable();
UTSDebugPanel.OnEnable();
Initialize();
}
protected override void OnDisable()
{
base.OnDisable();
UTSDebugPanel.OnDisable();
Release();
}
private void OnValidate()
{
if (!enable.value)
{
Release();
return;
}
Initialize();
if (!m_initialized)
{
return;
}
// Fail safe in case the curve is deleted / has 0 point
var curve = adjustmentCurve.value;
if (curve == null || curve.length == 0)
{
m_Min = 0f;
m_Max = 0f;
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
m_ExposureArray[i] = 0.0f;
}
else
{
m_Min = curve[0].time;
m_Max = curve[curve.length - 1].time;
var step = (m_Max - m_Min) / (kAdjustmentCurvePrecision - 1f);
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
m_ExposureArray[i] = curve.Evaluate(m_Min + step * i);
}
#if UNITY_EDITOR
// handle script recompile
if (EditorApplication.isCompiling && !m_isCompiling)
{
// on compile begin
m_isCompiling = true;
// Release(); no need
return; //
}
else if (!EditorApplication.isCompiling && m_isCompiling)
{
// on compile end
m_isCompiling = false;
}
#endif
Shader.SetGlobalFloatArray(kExposureArrayPropName, m_ExposureArray);
Shader.SetGlobalFloat(kExposureMinPropName, m_Min);
Shader.SetGlobalFloat(kExposureMaxPropName, m_Max);
Shader.SetGlobalInt(kExposureAdjustmentPropName, toonEVAdjustment.value ? 1 : 0);
Shader.SetGlobalInt(kToonLightFilterPropName, lightIntensityLimiter.value ? 1 : 0);
Shader.SetGlobalInt(kIgnoreVolumeExposurePropName, ignoreVolumeExposure.value ? 1 : 0);
Shader.SetGlobalFloat(kCompensationPropName, compensation.value);
}
internal static AnimationCurve DefaultAnimationCurve()
{
return AnimationCurve.Linear(-10f, -10f, -1.32f, -1.32f);
}
void Initialize()
{
if (m_initialized)
{
return;
}
#if UNITY_EDITOR
// initializing renderer can interfere GI baking. so wait until it is completed.
if (EditorApplication.isCompiling)
return;
#endif
if (m_ExposureArray == null || m_ExposureArray.Length != kAdjustmentCurvePrecision)
{
m_ExposureArray = new float[kAdjustmentCurvePrecision];
}
m_initialized = true;
}
protected override void OnDestroy()
{
base.OnDestroy();
Release();
}
void Release()
{
if (m_initialized)
{
m_ExposureArray = null;
Shader.SetGlobalFloat(kExposureMinPropName, 0);
Shader.SetGlobalFloat(kExposureMaxPropName, 0);
Shader.SetGlobalInt(kExposureAdjustmentPropName, 0);
Shader.SetGlobalInt(kToonLightFilterPropName, 0);
Shader.SetGlobalInt(kIgnoreVolumeExposurePropName, 0);
Shader.SetGlobalFloat(kCompensationPropName, 0);
}
m_initialized = false;
}
private void Reset()
{
OnDisable();
OnEnable();
DefaultAnimationCurve();
}
}
}