using System;
namespace UnityEngine.Rendering.Universal
{
///
/// A volume component that holds settings for the Split Toning effect.
///
///
/// You can add to a in the Editor to apply a Split Toning 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 SplitToning m_VolumeComponent;
///
/// [Serializable]
/// private struct VolumeSettings
/// {
/// public bool active;
/// public ColorParameter shadows;
/// public ColorParameter highlights;
/// public ClampedFloatParameter balance;
///
///
/// public void SetVolumeComponentSettings(ref SplitToning volumeComponent)
/// {
/// volumeComponent.active = active;
/// volumeComponent.shadows = shadows;
/// volumeComponent.highlights = highlights;
/// volumeComponent.balance = balance;
/// }
///
/// public void GetVolumeComponentSettings(ref SplitToning volumeComponent)
/// {
/// active = volumeComponent.active;
/// shadows = volumeComponent.shadows;
/// highlights = volumeComponent.highlights;
/// balance = volumeComponent.balance;
/// }
/// }
///
/// 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 SplitToning volumeComponent)
/// {
/// if (volumeComponent != null)
/// return true;
///
/// if (volumeProfile == null)
/// {
/// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned.");
/// return false;
/// }
///
/// volumeProfile.TryGet(out SplitToning 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/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);
///
/// Tells if the post process needs to be rendered or not.
///
/// true if the effect should be rendered, false otherwise.
public bool IsActive() => shadows != Color.grey || highlights != Color.grey;
///
/// 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;
}
}