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