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128
Assets/RealToon/RealToon Tools/SmoothObjectNormalHelper.cs
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128
Assets/RealToon/RealToon Tools/SmoothObjectNormalHelper.cs
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//RealToon - SmoothObjectNomal [Helper]
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//©MJQStudioWorks
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using UnityEngine;
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namespace RealToon.Script
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{
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[ExecuteAlways]
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[AddComponentMenu("RealToon/Tools/Smooth Object Normal - Helper")]
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public class SmoothObjectNormalHelper : MonoBehaviour
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{
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[Header("Note: Smooth Object Normal feature will be automatically enable\nWhen you put a material that uses RealToon Shader on the Material slot.")]
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[Space(25)]
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[SerializeField]
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[Range(0f, 1f)]
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[Tooltip("The amount of Smoothed Object Normal.")]
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public float Intensity = 0;
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[Space(10)]
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[SerializeField]
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[Tooltip("A material that uses 'RealToon - Smooth Object Normal' feature.")]
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public Material Material = null;
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[SerializeField]
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[Tooltip("An object to follow the position.")]
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public Transform ObjectToFollow = null;
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[Space(10)]
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[SerializeField]
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[Tooltip("Show object normal.")]
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public bool ShowNormal = false;
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[HideInInspector]
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[SerializeField]
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bool checkstart = true;
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string RT_Sha_Nam_URP = "Universal Render Pipeline/RealToon/Version 5/Default/Default";
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string RT_Sha_Nam_HDRP = "HDRP/RealToon/Version 5/Default";
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string RT_Sha_Nam_BiRP_DD = "RealToon/Version 5/Default/Default";
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string RT_Sha_Nam_BiRP_DFT = "RealToon/Version 5/Default/Fade Transparency";
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string RT_Sha_Nam_BiRP_DR = "RealToon/Version 5/Default/Refraction";
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string RT_Sha_Nam_BiRP_TDD = "RealToon/Version 5/Tessellation/Default";
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string RT_Sha_Nam_BiRP_TDFT = "RealToon/Version 5/Tessellation/Fade Transparency";
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string RT_Sha_Nam_BiRP_TDR = "RealToon/Version 5/Tessellation/Refraction";
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string RT_Sha_Nam_BiRP_LD = "RealToon/Version 5/Lite/Default";
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string RT_Sha_Nam_BiRP_LFT = "RealToon/Version 5/Lite/Fade Transparency";
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void LateUpdate()
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{
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if (Material == null || ObjectToFollow == null)
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{ }
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else
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{
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if (Material.shader.name == RT_Sha_Nam_URP ||
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Material.shader.name == RT_Sha_Nam_HDRP ||
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Material.shader.name == RT_Sha_Nam_BiRP_DD ||
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Material.shader.name == RT_Sha_Nam_BiRP_DFT ||
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Material.shader.name == RT_Sha_Nam_BiRP_DR ||
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Material.shader.name == RT_Sha_Nam_BiRP_TDD ||
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Material.shader.name == RT_Sha_Nam_BiRP_TDFT ||
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Material.shader.name == RT_Sha_Nam_BiRP_TDR ||
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Material.shader.name == RT_Sha_Nam_BiRP_LD ||
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Material.shader.name == RT_Sha_Nam_BiRP_LFT)
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{
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Vector3 ObjPos = ObjectToFollow.gameObject.transform.position;
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Material.SetVector("_XYZPosition", ObjPos);
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Material.SetFloat("_SmoothObjectNormal", Intensity);
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}
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}
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}
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void OnValidate()
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{
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if (Material == null)
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{
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checkstart = true;
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}
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else if (Material != null)
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{
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if (Material.shader.name == RT_Sha_Nam_URP ||
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Material.shader.name == RT_Sha_Nam_HDRP ||
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Material.shader.name == RT_Sha_Nam_BiRP_DD ||
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Material.shader.name == RT_Sha_Nam_BiRP_DFT ||
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Material.shader.name == RT_Sha_Nam_BiRP_DR ||
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Material.shader.name == RT_Sha_Nam_BiRP_TDD ||
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Material.shader.name == RT_Sha_Nam_BiRP_TDFT ||
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Material.shader.name == RT_Sha_Nam_BiRP_TDR ||
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Material.shader.name == RT_Sha_Nam_BiRP_LD ||
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Material.shader.name == RT_Sha_Nam_BiRP_LFT)
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{
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if (checkstart == true)
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{
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if (Material.IsKeywordEnabled("N_F_SON_ON") == false)
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{
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Material.EnableKeyword("N_F_SON_ON");
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Material.SetFloat("_N_F_SON", 1.0f);
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checkstart = false;
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}
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}
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switch(ShowNormal)
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{
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case true:
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Material.SetFloat("_ShowNormal", 1.0f);
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break;
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case false:
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Material.SetFloat("_ShowNormal", 0.0f);
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break;
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}
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}
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}
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}
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void Reset()
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{
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Material = null;
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ObjectToFollow = null;
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checkstart = true;
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}
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}
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}
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