Files
com.misaki.hdrp-toon/Runtime/HDRP/UTS Renderer/UTSPass.cs
Misaki a7a9ad16b5 Updated namespace;
Added UTSPass;
Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
2025-01-08 22:19:04 +09:00

91 lines
3.4 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
namespace Misaki.HdrpToon
{
internal class UTSPass : CustomPass
{
private const int Adjustment_Curve_Precision = 128;
private const string Compensation_Prop_Name = "_ToonEvAdjustmentCompensation";
private const string Exposure_Adjustment_Prop_Name = "_ToonEvAdjustmentCurve";
private const string Exposure_Array_Prop_Name = "_ToonEvAdjustmentValueArray";
private const string Exposure_Min_Prop_Name = "_ToonEvAdjustmentValueMin";
private const string Exposure_Max_Prop_Name = "_ToonEvAdjustmentValueMax";
private const string Toon_Light_Filter_Prop_Name = "_ToonLightHiCutFilter";
private const string Ignore_Volume_Exposure_Prop_Name = "_ToonIgnoreExposureMultiplier";
private float _max;
private float _min;
private float[] _exposureArray;
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
_exposureArray = new float[Adjustment_Curve_Precision];
}
protected override void Execute(CustomPassContext ctx)
{
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
if (utsRenderer == null)
{
return;
}
var toonEVAdjustment = utsRenderer.toonEVAdjustment.value ? 1 : 0;
var lightIntensityLimiter = utsRenderer.lightIntensityLimiter.value ? 1 : 0;
var ignoreVolumeExposure = utsRenderer.ignoreVolumeExposure.value ? 1 : 0;
var compensation = utsRenderer.compensation.value;
if (!utsRenderer.state.value)
{
_min = 0;
_max = 0;
_exposureArray.AsSpan().Fill(0);
toonEVAdjustment = 0;
lightIntensityLimiter = 0;
ignoreVolumeExposure = 0;
compensation = 0;
}
else
{
// Fail safe in case the curve is deleted / has 0 point
var curve = utsRenderer.adjustmentCurve.value;
if (curve == null || curve.length == 0)
{
_min = 0f;
_max = 0f;
_exposureArray.AsSpan().Fill(0);
}
else
{
_min = curve[0].time;
_max = curve[curve.length - 1].time;
var step = (_max - _min) / (Adjustment_Curve_Precision - 1f);
for (var i = 0; i < Adjustment_Curve_Precision; i++)
{
_exposureArray[i] = curve.Evaluate(_min + step * i);
}
}
}
Shader.SetGlobalFloatArray(Exposure_Array_Prop_Name, _exposureArray);
Shader.SetGlobalFloat(Exposure_Min_Prop_Name, _min);
Shader.SetGlobalFloat(Exposure_Max_Prop_Name, _max);
Shader.SetGlobalInt(Exposure_Adjustment_Prop_Name, toonEVAdjustment);
Shader.SetGlobalInt(Toon_Light_Filter_Prop_Name, lightIntensityLimiter);
Shader.SetGlobalInt(Ignore_Volume_Exposure_Prop_Name, ignoreVolumeExposure);
Shader.SetGlobalFloat(Compensation_Prop_Name, compensation);
}
protected override void Cleanup()
{
_exposureArray = null;
}
}
}