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- using System;
-
- namespace UnityEngine.Rendering.Universal
- {
- /// <summary>
- /// A volume component that holds settings for the Split Toning effect.
- /// </summary>
- [Serializable, VolumeComponentMenu("Post-processing/Lift, Gamma, Gain")]
- [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
- [URPHelpURL("Post-Processing-Lift-Gamma-Gain")]
- public sealed class LiftGammaGain : VolumeComponent, IPostProcessComponent
- {
- /// <summary>
- /// Use this to control and apply a hue to the dark tones. This has a more exaggerated effect on shadows.
- /// </summary>
- public Vector4Parameter lift = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
-
- /// <summary>
- /// Use this to control and apply a hue to the mid-range tones with a power function.
- /// </summary>
- public Vector4Parameter gamma = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
-
- /// <summary>
- /// Use this to increase and apply a hue to the signal and make highlights brighter.
- /// </summary>
- public Vector4Parameter gain = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
-
- /// <inheritdoc/>
- public bool IsActive()
- {
- var defaultState = new Vector4(1f, 1f, 1f, 0f);
- return lift != defaultState
- || gamma != defaultState
- || gain != defaultState;
- }
-
- /// <inheritdoc/>
- [Obsolete("Unused #from(2023.1)", false)]
- public bool IsTileCompatible() => true;
- }
- }
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