using System;
namespace UnityEngine.Rendering.Universal
{
///
/// A volume component that holds settings for the Color Adjustments effect.
///
[Serializable, VolumeComponentMenu("Post-processing/Color Adjustments")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("Post-Processing-Color-Adjustments")]
public sealed class ColorAdjustments : VolumeComponent, IPostProcessComponent
{
///
/// Adjusts the overall exposure of the scene in EV100.
/// This is applied after HDR effect and right before tonemapping so it won't affect previous effects in the chain.
///
[Tooltip("Adjusts the overall exposure of the scene in EV100. This is applied after HDR effect and right before tonemapping so it won't affect previous effects in the chain.")]
public FloatParameter postExposure = new FloatParameter(0f);
///
/// Controls the overall range of the tonal values.
///
[Tooltip("Expands or shrinks the overall range of tonal values.")]
public ClampedFloatParameter contrast = new ClampedFloatParameter(0f, -100f, 100f);
///
/// Specifies the color that URP tints the render to.
///
[Tooltip("Tint the render by multiplying a color.")]
public ColorParameter colorFilter = new ColorParameter(Color.white, true, false, true);
///
/// Controls the hue of all colors in the render.
///
[Tooltip("Shift the hue of all colors.")]
public ClampedFloatParameter hueShift = new ClampedFloatParameter(0f, -180f, 180f);
///
/// Controls the intensity of all colors in the render.
///
[Tooltip("Pushes the intensity of all colors.")]
public ClampedFloatParameter saturation = new ClampedFloatParameter(0f, -100f, 100f);
///
public bool IsActive()
{
return postExposure.value != 0f
|| contrast.value != 0f
|| colorFilter != Color.white
|| hueShift != 0f
|| saturation != 0f;
}
///
[Obsolete("Unused #from(2023.1)", false)]
public bool IsTileCompatible() => true;
}
}