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2 years ago
using System;
namespace UnityEngine.Rendering.Universal
{
[Serializable, VolumeComponentMenuForRenderPipeline("Post-processing/Shadows, Midtones, Highlights", typeof(UniversalRenderPipeline))]
public sealed class ShadowsMidtonesHighlights : VolumeComponent, IPostProcessComponent
{
[Tooltip("Use this to control and apply a hue to the shadows.")]
public Vector4Parameter shadows = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
[Tooltip("Use this to control and apply a hue to the midtones.")]
public Vector4Parameter midtones = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
[Tooltip("Use this to control and apply a hue to the highlights.")]
public Vector4Parameter highlights = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
[Header("Shadow Limits")]
[Tooltip("Start point of the transition between shadows and midtones.")]
public MinFloatParameter shadowsStart = new MinFloatParameter(0f, 0f);
[Tooltip("End point of the transition between shadows and midtones.")]
public MinFloatParameter shadowsEnd = new MinFloatParameter(0.3f, 0f);
[Header("Highlight Limits")]
[Tooltip("Start point of the transition between midtones and highlights.")]
public MinFloatParameter highlightsStart = new MinFloatParameter(0.55f, 0f);
[Tooltip("End point of the transition between midtones and highlights.")]
public MinFloatParameter highlightsEnd = new MinFloatParameter(1f, 0f);
public bool IsActive()
{
var defaultState = new Vector4(1f, 1f, 1f, 0f);
return shadows != defaultState
|| midtones != defaultState
|| highlights != defaultState;
}
public bool IsTileCompatible() => true;
}
}