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using System;
namespace UnityEngine.Rendering.Universal
{
[Serializable, VolumeComponentMenuForRenderPipeline("Post-processing/Split Toning", typeof(UniversalRenderPipeline))]
public sealed class SplitToning : VolumeComponent, IPostProcessComponent
{
[Tooltip("The color to use for shadows.")]
public ColorParameter shadows = new ColorParameter(Color.grey, false, false, true);
[Tooltip("The color to use for highlights.")]
public ColorParameter highlights = new ColorParameter(Color.grey, false, false, true);
[Tooltip("Balance between the colors in the highlights and shadows.")]
public ClampedFloatParameter balance = new ClampedFloatParameter(0f, -100f, 100f);
public bool IsActive() => shadows != Color.grey || highlights != Color.grey;
public bool IsTileCompatible() => true;
}
}