69 lines
2.9 KiB
C#
69 lines
2.9 KiB
C#
using System;
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namespace UnityEngine.Rendering.HighDefinition
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{
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/// <summary>
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/// A volume component that holds settings for the Shadows, Midtones, Highlights effect.
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/// </summary>
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[Serializable, VolumeComponentMenu("Post-processing/Shadows, Midtones, Highlights")]
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[SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
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[HDRPHelpURL("Post-Processing-Shadows-Midtones-Highlights")]
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public sealed class ShadowsMidtonesHighlights : VolumeComponent, IPostProcessComponent
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{
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/// <summary>
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/// Controls the darkest portions of the render.
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/// </summary>
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public Vector4Parameter shadows = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
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/// <summary>
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/// Controls the power function that handles mid-range tones.
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/// </summary>
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public Vector4Parameter midtones = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
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/// <summary>
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/// Controls the lightest portions of the render.
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/// </summary>
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public Vector4Parameter highlights = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
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/// <summary>
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/// Sets the start point of the transition between shadows and midtones.
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/// </summary>
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[Header("Shadow Limits")]
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[Tooltip("Sets the start point of the transition between shadows and midtones.")]
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public MinFloatParameter shadowsStart = new MinFloatParameter(0f, 0f);
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/// <summary>
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/// Sets the end point of the transition between shadows and midtones.
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/// </summary>
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[Tooltip("Sets the end point of the transition between shadows and midtones.")]
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public MinFloatParameter shadowsEnd = new MinFloatParameter(0.3f, 0f);
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/// <summary>
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/// Sets the start point of the transition between midtones and highlights.
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/// </summary>
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[Header("Highlight Limits")]
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[Tooltip("Sets the start point of the transition between midtones and highlights.")]
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public MinFloatParameter highlightsStart = new MinFloatParameter(0.55f, 0f);
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/// <summary>
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/// Sets the end point of the transition between midtones and highlights.
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/// </summary>
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[Tooltip("Sets the end point of the transition between midtones and highlights.")]
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public MinFloatParameter highlightsEnd = new MinFloatParameter(1f, 0f);
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/// <summary>
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/// Tells if the effect needs to be rendered or not.
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/// </summary>
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/// <returns><c>true</c> if the effect should be rendered, <c>false</c> otherwise.</returns>
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public bool IsActive()
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{
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var defaultState = new Vector4(1f, 1f, 1f, 0f);
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return shadows != defaultState
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|| midtones != defaultState
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|| highlights != defaultState;
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}
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ShadowsMidtonesHighlights() => displayName = "Shadows, Midtones, Highlights";
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}
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}
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