using System; using UnityEngine; using UnityEngine.Rendering; namespace Misaki.HdrpToon { [Serializable, VolumeComponentMenu("Rendering/UTS Renderer")] public class UTSRenderer : VolumeComponent { public BoolParameter state = new(false, BoolParameter.DisplayType.EnumPopup); [Space] [Header("Outline")] public BoolParameter enableOutline = new(false); public MinFloatParameter outlineMaxWidth = new(1.0f, 0.0f); [Space] [Header("Hair Shadow")] public BoolParameter enableHairShadow = new(false); public ClampedFloatParameter shadowDistance = new(5.0f, 0.0f, 20.0f); public ClampedFloatParameter shadowDistanceScale = new(0.5f, 0.0f, 1.0f); public ClampedFloatParameter shadowDepthBias = new(0f, 0.0f, 0.01f); public FloatParameter shadowFadeIn = new(45f); public FloatParameter shadowFadeOut = new(50f); [Space] [Header("Exposure")] public BoolParameter ignoreVolumeExposure = new(false); public BoolParameter lightIntensityLimiter = new(false); public MinFloatParameter compensation = new(0.0f, 0.0f); public BoolParameter toonEVAdjustment = new(false); public AnimationCurveParameter adjustmentCurve = new(DefaultAnimationCurve()); private static AnimationCurve DefaultAnimationCurve() { return AnimationCurve.Linear(-10f, -10f, -1.32f, -1.32f); } } }