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;
}
}