KINDNICK_URP/Assets/External/NiloToonURP/Runtime/Volume/NiloToonScreenSpaceOutlineControlVolume.cs
2025-04-25 21:14:54 +09:00

54 lines
3.4 KiB
C#

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;
}
}