using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace NiloToon.NiloToonURP { [System.Serializable, VolumeComponentMenu("NiloToon/Screen Space Outline Control (NiloToon)")] public class NiloToonScreenSpaceOutlineControlVolume : VolumeComponent, IPostProcessComponent { [HelpBox( "Requires 'enable ScreenSpace outline' in NiloToonAllInOne renderer feature in order for this volume to become effective.\n" + "*In Camera, turn on TAA is critical for screen space outline to look stable when camera moves, or you can use DLSS/FSR")] [Header("--------------------------")] [Header("Master control")] public ClampedFloatParameter intensity = new ClampedFloatParameter(0, 0, 1); public ClampedFloatParameter intensityForCharacter = new ClampedFloatParameter(1, 0, 1); public ClampedFloatParameter intensityForEnvironment = new ClampedFloatParameter(1, 0, 1); [Header("Global width multiplier")] public ClampedFloatParameter widthMultiplier = new ClampedFloatParameter(1, 0, 10f); public ClampedFloatParameter widthMultiplierForCharacter = new ClampedFloatParameter(1, 0, 10f); public ClampedFloatParameter widthMultiplierForEnvironment = new ClampedFloatParameter(1, 0, 10f); public ClampedFloatParameter extraWidthMultiplierForXR = new ClampedFloatParameter(0.2f, 0, 10f); [Header("Global normal sensitivityOffset")] public ClampedFloatParameter normalsSensitivityOffset = new ClampedFloatParameter(0, -10f, 10f); public ClampedFloatParameter normalsSensitivityOffsetForCharacter = new ClampedFloatParameter(0, -10f, 10f); public ClampedFloatParameter normalsSensitivityOffsetForEnvironment = new ClampedFloatParameter(0, -10f, 10f); [Header("Global depth sensitivityOffset")] public ClampedFloatParameter depthSensitivityOffset = new ClampedFloatParameter(0, -10f, 10f); public ClampedFloatParameter depthSensitivityOffsetForCharacter = new ClampedFloatParameter(0, -10f, 10f); public ClampedFloatParameter depthSensitivityOffsetForEnvironment = new ClampedFloatParameter(0, -10f, 10f); [Header("Global depth sensitivity Distance Fadeout Strength")] [Tooltip("Fadeout depth sensitivity on far objects, to avoid artifact")] public ClampedFloatParameter depthSensitivityDistanceFadeoutStrength = new ClampedFloatParameter(1, 0, 10); [Tooltip("Fadeout depth sensitivity on far objects (for character shader), to avoid artifact")] public ClampedFloatParameter depthSensitivityDistanceFadeoutStrengthForCharacter = new ClampedFloatParameter(1, 0, 10); [Tooltip("Fadeout depth sensitivity on far objects (for environment shader), to avoid artifact")] public ClampedFloatParameter depthSensitivityDistanceFadeoutStrengthForEnvironment = new ClampedFloatParameter(1, 0, 10); [Header("Outline Tint Color (environment)")] public ColorParameter outlineTintColor = new ColorParameter(Color.white, true, false, true); public ColorParameter outlineTintColorForChar = new ColorParameter(Color.white, true, false, true); public ColorParameter outlineTintColorForEnvi = new ColorParameter(new Color(0.12f, 0.12f, 0.12f), true, false, true); public bool IsActive() => intensity.value > 0.0f && widthMultiplier.value > 0.0f; public bool IsTileCompatible() => false; } }