using System; namespace UnityEngine.Rendering.Universal { [Serializable, VolumeComponentMenuForRenderPipeline("Post-processing/Shadows, Midtones, Highlights", typeof(UniversalRenderPipeline))] public sealed class ShadowsMidtonesHighlights : VolumeComponent, IPostProcessComponent { [Tooltip("Use this to control and apply a hue to the shadows.")] public Vector4Parameter shadows = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); [Tooltip("Use this to control and apply a hue to the midtones.")] public Vector4Parameter midtones = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); [Tooltip("Use this to control and apply a hue to the highlights.")] public Vector4Parameter highlights = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); [Header("Shadow Limits")] [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); [Header("Highlight Limits")] [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; } }