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