using System;
namespace UnityEngine.Rendering.Universal
{
///
/// A volume component that holds settings for the Split Toning effect.
///
[Serializable, VolumeComponentMenu("Post-processing/Split Toning")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("Post-Processing-Split-Toning")]
public sealed class SplitToning : VolumeComponent, IPostProcessComponent
{
///
/// The color to use for shadows.
///
[Tooltip("The color to use for shadows.")]
public ColorParameter shadows = new ColorParameter(Color.grey, false, false, true);
///
/// The color to use for highlights.
///
[Tooltip("The color to use for highlights.")]
public ColorParameter highlights = new ColorParameter(Color.grey, false, false, true);
///
/// Balance between the colors in the highlights and shadows.
///
[Tooltip("Balance between the colors in the highlights and shadows.")]
public ClampedFloatParameter balance = new ClampedFloatParameter(0f, -100f, 100f);
///
public bool IsActive() => shadows != Color.grey || highlights != Color.grey;
///
[Obsolete("Unused #from(2023.1)", false)]
public bool IsTileCompatible() => true;
}
}