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Runtime/HDRP/UTS Renderer/UTSRenderer.cs
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200
Runtime/HDRP/UTS Renderer/UTSRenderer.cs
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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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[Serializable, VolumeComponentMenu("Rendering/Unity Toon Shader")]
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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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const int kAdjustmentCurvePrecision = 128;
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const string kCompensationPropName = "_ToonEvAdjustmentCompensation";
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const string kExposureAdjustmentPropName = "_ToonEvAdjustmentCurve";
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const string kExposureArrayPropName = "_ToonEvAdjustmentValueArray";
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const string kExposureMinPropName = "_ToonEvAdjustmentValueMin";
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const string kExposureMaxPropName = "_ToonEvAdjustmentValueMax";
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const string kToonLightFilterPropName = "_ToonLightHiCutFilter";
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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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[SerializeField]
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internal float m_Max, m_Min;
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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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bool m_isCompiling = false;
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#endif
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public BoolParameter enable = new BoolParameter(false, BoolParameter.DisplayType.EnumPopup);
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[Space]
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[Header("Outline")]
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public BoolParameter enableOutline = new BoolParameter(false);
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public MinFloatParameter outlineMaxWidth = new MinFloatParameter(1.0f, 0.0f);
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[Space]
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[Header("Hair Shadow")]
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public BoolParameter enableHairShadow = new BoolParameter(false);
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public ClampedFloatParameter shadowDistance = new ClampedFloatParameter(5.0f, 0.0f, 20.0f);
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public ClampedFloatParameter shadowDistanceScale = new ClampedFloatParameter(0.5f, 0.0f, 1.0f);
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public ClampedFloatParameter shadowDepthBias = new ClampedFloatParameter(0f, 0.0f, 0.01f);
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public FloatParameter shadowFadeIn = new FloatParameter(45f);
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public FloatParameter shadowFadeOut = new FloatParameter(50f);
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[Space]
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[Header("Exposure")]
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public BoolParameter ignoreVolumeExposure = new BoolParameter(false);
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public BoolParameter lightIntensityLimiter = new BoolParameter(false);
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public MinFloatParameter compensation = new MinFloatParameter(0.0f, 0.0f);
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public BoolParameter toonEVAdjustment = new BoolParameter(false);
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public AnimationCurveParameter adjustmentCurve = new AnimationCurveParameter(DefaultAnimationCurve());
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UTSRenderer()
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{
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displayName = "UTS Renderer";
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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UTSDebugPanel.OnEnable();
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Initialize();
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}
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protected override void OnDisable()
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{
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base.OnDisable();
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UTSDebugPanel.OnDisable();
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Release();
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}
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private void OnValidate()
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{
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if (!enable.value)
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{
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Release();
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return;
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}
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Initialize();
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if (!m_initialized)
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{
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return;
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}
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// Fail safe in case the curve is deleted / has 0 point
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var curve = adjustmentCurve.value;
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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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for (var i = 0; i < kAdjustmentCurvePrecision; i++)
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m_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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for (var i = 0; i < kAdjustmentCurvePrecision; i++)
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m_ExposureArray[i] = curve.Evaluate(m_Min + step * i);
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}
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#if UNITY_EDITOR
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// handle script recompile
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if (EditorApplication.isCompiling && !m_isCompiling)
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{
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// on compile begin
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m_isCompiling = true;
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// Release(); no need
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return; //
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}
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else if (!EditorApplication.isCompiling && m_isCompiling)
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{
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// on compile end
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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.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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Shader.SetGlobalFloat(kCompensationPropName, compensation.value);
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}
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internal static AnimationCurve DefaultAnimationCurve()
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{
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return AnimationCurve.Linear(-10f, -10f, -1.32f, -1.32f);
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}
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void Initialize()
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{
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if (m_initialized)
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{
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return;
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}
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#if UNITY_EDITOR
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// initializing renderer can interfere GI baking. so wait until it is completed.
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if (EditorApplication.isCompiling)
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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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{
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m_ExposureArray = new float[kAdjustmentCurvePrecision];
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}
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m_initialized = true;
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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Release();
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}
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void Release()
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{
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if (m_initialized)
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{
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m_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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Shader.SetGlobalInt(kToonLightFilterPropName, 0);
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Shader.SetGlobalInt(kIgnoreVolumeExposurePropName, 0);
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Shader.SetGlobalFloat(kCompensationPropName, 0);
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}
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m_initialized = false;
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}
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private void Reset()
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{
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OnDisable();
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OnEnable();
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DefaultAnimationCurve();
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}
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}
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}
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