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