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- using System;
- namespace UnityEngine.Rendering.Universal
- {
- [Serializable, VolumeComponentMenu("Post-processing/Shadows, Midtones, Highlights")]
- public sealed class ShadowsMidtonesHighlights : VolumeComponent, IPostProcessComponent
- {
- [Tooltip("Controls the darkest portions of the render.")]
- public Vector4Parameter shadows = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
- [Tooltip("Power function that controls mid-range tones.")]
- public Vector4Parameter midtones = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
- [Tooltip("Controls the lightest portions of the render.")]
- public Vector4Parameter highlights = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
- [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);
- [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;
- }
- }
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