using System; namespace UnityEngine.Rendering.Universal { /// /// A volume component that holds settings for the Lift-Gamma-Gain effect. /// /// /// You can add to a in the Editor to apply a Lift-Gamma-Gain post-processing effect. /// /// /// This sample code shows how settings can be retrieved and modified in runtime: /// /// using System; /// using UnityEngine; /// using UnityEngine.Rendering; /// using UnityEngine.Rendering.Universal; /// /// public class ModifyVolumeComponent : MonoBehaviour /// { /// [SerializeField] VolumeProfile volumeProfile; /// [SerializeField] VolumeSettings volumeSettings; /// /// private bool m_HasRetrievedVolumeComponent; /// private LiftGammaGain m_VolumeComponent; /// /// [Serializable] /// private struct VolumeSettings /// { /// public bool active; /// public Vector4Parameter lift; /// public Vector4Parameter gamma; /// public Vector4Parameter gain; /// /// public void SetVolumeComponentSettings(ref LiftGammaGain volumeComponent) /// { /// volumeComponent.active = active; /// volumeComponent.lift = lift; /// volumeComponent.gamma = gamma; /// volumeComponent.gain = gain; /// } /// /// public void GetVolumeComponentSettings(ref LiftGammaGain volumeComponent) /// { /// active = volumeComponent.active; /// lift = volumeComponent.lift; /// gamma = volumeComponent.gamma; /// gain = volumeComponent.gain; /// } /// } /// /// private void Start() /// { /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); /// if (m_HasRetrievedVolumeComponent) /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); /// } /// /// private void Update() /// { /// if (!m_HasRetrievedVolumeComponent) /// return; /// /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); /// } /// /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref LiftGammaGain volumeComponent) /// { /// if (volumeComponent != null) /// return true; /// /// if (volumeProfile == null) /// { /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); /// return false; /// } /// /// volumeProfile.TryGet(out LiftGammaGain component); /// if (component == null) /// { /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); /// return false; /// } /// /// volumeComponent = component; /// return true; /// } /// } /// /// /// /// /// /// /// [Serializable, VolumeComponentMenu("Post-processing/Lift, Gamma, Gain")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("Post-Processing-Lift-Gamma-Gain")] public sealed class LiftGammaGain : VolumeComponent, IPostProcessComponent { /// /// Use this to control and apply a hue to the dark tones. This has a more exaggerated effect on shadows. /// public Vector4Parameter lift = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); /// /// Use this to control and apply a hue to the mid-range tones with a power function. /// public Vector4Parameter gamma = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); /// /// Use this to increase and apply a hue to the signal and make highlights brighter. /// public Vector4Parameter gain = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); /// /// Tells if the post process needs to be rendered or not. /// /// true if the effect should be rendered, false otherwise. public bool IsActive() { var defaultState = new Vector4(1f, 1f, 1f, 0f); return lift != defaultState || gamma != defaultState || gain != defaultState; } /// /// Tells if the post process can run the effect on-tile or if it needs a full pass. /// /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => true; } }