UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Overrides/ShadowsMidtonesHighlights.cs

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2024-10-27 10:53:47 +03:00
using System;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// A volume component that holds settings for the Shadows, Midtones, Highlights effect.
/// </summary>
[Serializable, VolumeComponentMenu("Post-processing/Shadows, Midtones, Highlights")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("Post-Processing-Shadows-Midtones-Highlights")]
public sealed class ShadowsMidtonesHighlights : VolumeComponent, IPostProcessComponent
{
/// <summary>
/// Use this to control and apply a hue to the shadows.
/// </summary>
public Vector4Parameter shadows = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
/// <summary>
/// Use this to control and apply a hue to the midtones.
/// </summary>
public Vector4Parameter midtones = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
/// <summary>
/// Use this to control and apply a hue to the highlights.
/// </summary>
public Vector4Parameter highlights = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
/// <summary>
/// Start point of the transition between shadows and midtones.
/// </summary>
[Header("Shadow Limits")]
[Tooltip("Start point of the transition between shadows and midtones.")]
public MinFloatParameter shadowsStart = new MinFloatParameter(0f, 0f);
/// <summary>
/// End point of the transition between shadows and midtones.
/// </summary>
[Tooltip("End point of the transition between shadows and midtones.")]
public MinFloatParameter shadowsEnd = new MinFloatParameter(0.3f, 0f);
/// <summary>
/// Start point of the transition between midtones and highlights
/// </summary>
[Header("Highlight Limits")]
[Tooltip("Start point of the transition between midtones and highlights.")]
public MinFloatParameter highlightsStart = new MinFloatParameter(0.55f, 0f);
/// <summary>
/// End point of the transition between midtones and highlights.
/// </summary>
[Tooltip("End point of the transition between midtones and highlights.")]
public MinFloatParameter highlightsEnd = new MinFloatParameter(1f, 0f);
/// <inheritdoc/>
public bool IsActive()
{
var defaultState = new Vector4(1f, 1f, 1f, 0f);
return shadows != defaultState
|| midtones != defaultState
|| highlights != defaultState;
}
/// <inheritdoc/>
[Obsolete("Unused #from(2023.1)", false)]
public bool IsTileCompatible() => true;
}
}