36 lines
1.4 KiB
C#
36 lines
1.4 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 White Balance effect.
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/// </summary>
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[Serializable, VolumeComponentMenu("Post-processing/White Balance")]
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[SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
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[HDRPHelpURL("Post-Processing-White-Balance")]
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public sealed class WhiteBalance : VolumeComponent, IPostProcessComponent
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{
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/// <summary>
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/// Controls the color temperature HDRP uses for white balancing.
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/// </summary>
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[Tooltip("Controls the color temperature HDRP uses for white balancing.")]
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public ClampedFloatParameter temperature = new ClampedFloatParameter(0f, -100, 100f);
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/// <summary>
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/// Controls the white balance color to compensate for a green or magenta tint.
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/// </summary>
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[Tooltip("Controls the white balance color to compensate for a green or magenta tint.")]
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public ClampedFloatParameter tint = new ClampedFloatParameter(0f, -100, 100f);
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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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return !Mathf.Approximately(temperature.value, 0f)
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|| !Mathf.Approximately(tint.value, 0f);
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}
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}
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}
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