using System; namespace UnityEngine.Rendering.Universal { [Serializable, VolumeComponentMenuForRenderPipeline("Post-processing/Lift, Gamma, Gain", typeof(UniversalRenderPipeline))] public sealed class LiftGammaGain : VolumeComponent, IPostProcessComponent { [Tooltip("Use this to control and apply a hue to the dark tones. This has a more exaggerated effect on shadows.")] public Vector4Parameter lift = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); [Tooltip("Use this to control and apply a hue to the mid-range tones with a power function.")] public Vector4Parameter gamma = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); [Tooltip("Use this to increase and apply a hue to the signal and make highlights brighter.")] public Vector4Parameter gain = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); public bool IsActive() { var defaultState = new Vector4(1f, 1f, 1f, 0f); return lift != defaultState || gamma != defaultState || gain != defaultState; } public bool IsTileCompatible() => true; } }