using System;
namespace UnityEngine.Rendering.Universal
{
///
/// A volume component that holds settings for the Vignette effect.
///
///
/// You can add to a in the Editor to apply a Vignette 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 Vignette m_VolumeComponent;
///
/// [Serializable]
/// private struct VolumeSettings
/// {
/// public bool active;
/// public ColorParameter color;
/// public Vector2Parameter center;
/// public ClampedFloatParameter intensity;
/// public ClampedFloatParameter smoothness;
/// public BoolParameter rounded;
///
///
/// public void SetVolumeComponentSettings(ref Vignette volumeComponent)
/// {
/// volumeComponent.active = active;
/// volumeComponent.color = color;
/// volumeComponent.center = center;
/// volumeComponent.intensity = intensity;
/// volumeComponent.smoothness = smoothness;
/// volumeComponent.rounded = rounded;
/// }
///
/// public void GetVolumeComponentSettings(ref Vignette volumeComponent)
/// {
/// active = volumeComponent.active;
/// color = volumeComponent.color;
/// center = volumeComponent.center;
/// intensity = volumeComponent.intensity;
/// smoothness = volumeComponent.smoothness;
/// rounded = volumeComponent.rounded;
/// }
/// }
///
/// 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 Vignette volumeComponent)
/// {
/// if (volumeComponent != null)
/// return true;
///
/// if (volumeProfile == null)
/// {
/// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned.");
/// return false;
/// }
///
/// volumeProfile.TryGet(out Vignette 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/Vignette")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("post-processing-vignette")]
public sealed class Vignette : VolumeComponent, IPostProcessComponent
{
///
/// Specifies the color of the vignette.
///
[Tooltip("Vignette color.")]
public ColorParameter color = new ColorParameter(Color.black, false, false, true);
///
/// Sets the center point for the vignette.
///
[Tooltip("Sets the vignette center point (screen center is [0.5,0.5]).")]
public Vector2Parameter center = new Vector2Parameter(new Vector2(0.5f, 0.5f));
///
/// Controls the strength of the vignette effect.
///
[Tooltip("Use the slider to set the strength of the Vignette effect.")]
public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
///
/// Controls the smoothness of the vignette borders.
///
[Tooltip("Smoothness of the vignette borders.")]
public ClampedFloatParameter smoothness = new ClampedFloatParameter(0.2f, 0.01f, 1f);
///
/// Controls how round the vignette is, lower values result in a more square vignette.
///
[Tooltip("Should the vignette be perfectly round or be dependent on the current aspect ratio?")]
public BoolParameter rounded = new BoolParameter(false);
///
/// Tells if the post process needs to be rendered or not.
///
/// true if the effect should be rendered, false otherwise.
public bool IsActive() => intensity.value > 0f;
///
/// 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;
}
}