using System; namespace UnityEngine.Rendering.Universal { /// /// A volume component that holds settings for the Split Toning effect. /// [Serializable, VolumeComponentMenuForRenderPipeline("Post-processing/Lift, Gamma, Gain", typeof(UniversalRenderPipeline))] [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. /// [Tooltip("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. /// [Tooltip("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. /// [Tooltip("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)); /// public bool IsActive() { var defaultState = new Vector4(1f, 1f, 1f, 0f); return lift != defaultState || gamma != defaultState || gain != defaultState; } /// public bool IsTileCompatible() => true; } }