using System; namespace UnityEngine.Rendering.Universal { [Serializable, VolumeComponentMenu("Post-processing/Channel Mixer")] public sealed class ChannelMixer : VolumeComponent, IPostProcessComponent { [Tooltip("Modify influence of the red channel in the overall mix.")] public ClampedFloatParameter redOutRedIn = new ClampedFloatParameter(100f, -200f, 200f); [Tooltip("Modify influence of the green channel in the overall mix.")] public ClampedFloatParameter redOutGreenIn = new ClampedFloatParameter(0f, -200f, 200f); [Tooltip("Modify influence of the blue channel in the overall mix.")] public ClampedFloatParameter redOutBlueIn = new ClampedFloatParameter(0f, -200f, 200f); [Tooltip("Modify influence of the red channel in the overall mix.")] public ClampedFloatParameter greenOutRedIn = new ClampedFloatParameter(0f, -200f, 200f); [Tooltip("Modify influence of the green channel in the overall mix.")] public ClampedFloatParameter greenOutGreenIn = new ClampedFloatParameter(100f, -200f, 200f); [Tooltip("Modify influence of the blue channel in the overall mix.")] public ClampedFloatParameter greenOutBlueIn = new ClampedFloatParameter(0f, -200f, 200f); [Tooltip("Modify influence of the red channel in the overall mix.")] public ClampedFloatParameter blueOutRedIn = new ClampedFloatParameter(0f, -200f, 200f); [Tooltip("Modify influence of the green channel in the overall mix.")] public ClampedFloatParameter blueOutGreenIn = new ClampedFloatParameter(0f, -200f, 200f); [Tooltip("Modify influence of the blue channel in the overall mix.")] public ClampedFloatParameter blueOutBlueIn = new ClampedFloatParameter(100f, -200f, 200f); public bool IsActive() { return redOutRedIn.value != 100f || redOutGreenIn.value != 0f || redOutBlueIn.value != 0f || greenOutRedIn.value != 0f || greenOutGreenIn.value != 100f || greenOutBlueIn.value != 0f || blueOutRedIn.value != 0f || blueOutGreenIn.value != 0f || blueOutBlueIn.value != 100f; } public bool IsTileCompatible() => true; } }