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Added documentation an disabled ftpl. (#63)
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com.unity.toonshader/Documentation~/index.md

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<span style="font-size: 150%; color: red; ">【NEW】</span> [<span style="font-size: 150% ">HDRP Scene/Model Toon EV Adjustment</span>](#ToonEvAdjustmentCurve)
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<span style="font-size: 150%; color: red; ">【NEW】</span> [<span style="font-size: 150% ">HDRP Raytrace Shadow</span>](#RaytraceShadow)
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[![](images/SDUnitychan_URP.png)](https://www.youtube.com/watch?v=TfZ8B409uqM)
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[![](images/CRS_VFXJ.png)](https://www.youtube.com/watch?v=p4azFua4rJo)
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<img width = "800" src="images/TPK_04.png">
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| `Ignore Volume Exposure` | Ignore the automatic corrections built into HDRP. If this checkbox is On, lights brighter than 1 will result in more blown whites and a much more exaggerated Bloom. However, this method is suitable if you are using Light Culling or similar to shine independent lights of 1lux or less on your character.|
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| `Light High Cut Filter` | Clips up to 1 lux of light hitting objects with Toon Shader materials.|
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| `Toon EV adjustment curve` | The correction is done with an editable curve; since it would be impossible for an artist to draw a curve that controls from 0 lux to 130000 lux, EV is used as the brightness unit in this screen. By default, the curve is set to linearly complement the range from -10 EV to -1.32 EV.|
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---
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<a id="RaytraceShadow"></a>
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## 15. <span style="color: red; ">【NEW】</span> Raytrace Shadow
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<img width = "800" src="images/ShadowmapVariation.gif">
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Raytrace Shadow of HDRP is now supported in Unity Toon Shader. This feature is only available for HDRP and only when the DirectX 12 API is selected.
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For more information on how to set up Raytrace Shadow, please click [here](https://docs.unity3d.com/Packages/[email protected]/manual/Ray-Traced-Shadows.html).

com.unity.toonshader/Documentation~/ja/index_ja.md

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<span style="font-size: 150%; color: red; ">【NEW】</span> [<span style="font-size: 150% ">HDRP Scene/Model Toon EV Adjustment</span>](#ToonEvAdjustmentCurve)
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<span style="font-size: 150%; color: red; ">【NEW】</span> [<span style="font-size: 150% ">HDRP Raytrace Shadow</span>](#RaytraceShadow)
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[![](../images/SDUnitychan_URP.png)](https://www.youtube.com/watch?v=TfZ8B409uqM)
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[![](../images/CRS_VFXJ.png)](https://www.youtube.com/watch?v=p4azFua4rJo)
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<img width = "800" src="../images/TPK_04.png">
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| `Light High Cut Filter` | Toon Shader マテリアルを持つオブジェクトに当たるライトを 1 lux までにクリップします。|
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| `Toon EV adjustment curve` | 編集可能なカーブで補正を行います。0 lux から 130000 luxまでをコントロールするカーブをアーティストが描くのは無理があるため、この画面では EV を明るさの単位として用いています。デフォルトでは -10 EVから -1.32 EV までをリニアに補完するカーブが設定されています。|
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<a id="RaytraceShadow"></a>
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## 15. <span style="color: red; ">【NEW】</span> Raytrace Shadow
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<img width = "800" src="../images/ShadowmapVariation.gif">
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Unity Toon Shader は HDRP の Raytrace Shadow に対応しました。本機能はHDRP専用でDirectX 12 API を選択した場合にのみ利用可能です。
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Raytrace Shadowの設定方法は[こちら](https://docs.unity3d.com/Packages/[email protected]/manual/Ray-Traced-Shadows.html)をご確認ください。

com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToon.shader

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#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
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// Supported shadow modes per light type
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#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
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#if defined (SHADER_API_D3D12)
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#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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#else
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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#endif
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#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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//#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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#define SHADERPASS SHADERPASS_FORWARD
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// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
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// Don't do it with debug display mode as it is possible there is no depth prepass in this case

com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToonTessellation.shader

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#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
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// Supported shadow modes per light type
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#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
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#if defined (SHADER_API_D3D12)
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#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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#else
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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#endif
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#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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//#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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#define SHADERPASS SHADERPASS_FORWARD
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// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
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// Don't do it with debug display mode as it is possible there is no depth prepass in this case

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