- NiloToonURP 외부 에셋 업데이트 - 배경 씬 썸네일 16:9 해상도로 갱신 - 렌더 파이프라인 설정 업데이트 - 외부 셰이더 그래프 업데이트 (LEDScreen, PIDI Planar Reflections) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
58 lines
3.0 KiB
C#
58 lines
3.0 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace NiloToon.NiloToonURP
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{
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[System.Serializable, VolumeComponentMenu("NiloToon/Anime PostProcess (NiloToon)")]
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public class NiloToonAnimePostProcessVolume : VolumeComponent, IPostProcessComponent
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{
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[Header("Master control")]
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public ClampedFloatParameter intensity = new ClampedFloatParameter(0, 0, 1);
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[OverrideDisplayName("Rotate Angle")]
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public ClampedFloatParameter rotation = new ClampedFloatParameter(0, -720, 720);
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[Header("Top Light settings")]
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[Tooltip("Default: 0.5 (top half of the screen vertically)")]
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[OverrideDisplayName("Draw Height")]
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public ClampedFloatParameter topLightEffectDrawHeight = new ClampedFloatParameter(0.5f,0,1);
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[OverrideDisplayName("Intensity")]
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public MinFloatParameter topLightEffectIntensity = new MinFloatParameter(1, 0);
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[OverrideDisplayName("Tint by MainLight color?")]
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public ClampedFloatParameter topLightMultiplyLightColor = new ClampedFloatParameter(1, 0, 1);
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[OverrideDisplayName("Receive MainLight shadow?")]
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public ClampedFloatParameter topLightReceiveMainLightShadow = new ClampedFloatParameter(1, 0, 1);
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[OverrideDisplayName("Sun Tint Color")]
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public ColorParameter topLightSunTintColor = new ColorParameter(new Color(0.3f, 0.225f, 0.1125f));
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[OverrideDisplayName("Desaturate Light")]
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public ClampedFloatParameter topLightDesaturate = new ClampedFloatParameter(0, 0, 1);
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[OverrideDisplayName("Tint Color")]
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public ColorParameter topLightTintColor = new ColorParameter(Color.white, true, false, true);
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[OverrideDisplayName("Rotate angle")]
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public ClampedFloatParameter topLightExtraRotation = new ClampedFloatParameter(0, -720, 720);
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[Header("Bottom Darken settings")]
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[Tooltip("Default: 0.5 (bottom half of the screen vertically)")]
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[OverrideDisplayName("Draw Height")]
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public ClampedFloatParameter bottomDarkenEffectDrawHeight = new ClampedFloatParameter(0.5f, 0, 1);
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[OverrideDisplayName("Intensity")]
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public MinFloatParameter bottomDarkenEffectIntensity = new MinFloatParameter(1, 0);
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[OverrideDisplayName("Rotate Angle")]
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public ClampedFloatParameter bottomDarkenExtraRotation = new ClampedFloatParameter(0, -720, 720);
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[Header("Draw Timing")]
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[Tooltip( "- If false, will draw after all rendering, but before UGUI.\n" +
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"- If true, will draw before postprocess.\n\n" +
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"Should turn ON if you are rendering to a custom RenderTexture.")]
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public BoolParameter drawBeforePostProcess = new BoolParameter(false);
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[Header("Other")]
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public BoolParameter affectedByCameraPostprocessToggle = new BoolParameter(true);
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public bool IsActive() => intensity.value > 0f && (topLightEffectIntensity.value > 0 || bottomDarkenEffectIntensity.value > 0);
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public bool IsTileCompatible() => false;
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}
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}
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