using System; namespace UnityEngine.Rendering.Universal { [Serializable, VolumeComponentMenuForRenderPipeline("Post-processing/Split Toning", typeof(UniversalRenderPipeline))] public sealed class SplitToning : VolumeComponent, IPostProcessComponent { [Tooltip("The color to use for shadows.")] public ColorParameter shadows = new ColorParameter(Color.grey, false, false, true); [Tooltip("The color to use for highlights.")] public ColorParameter highlights = new ColorParameter(Color.grey, false, false, true); [Tooltip("Balance between the colors in the highlights and shadows.")] public ClampedFloatParameter balance = new ClampedFloatParameter(0f, -100f, 100f); public bool IsActive() => shadows != Color.grey || highlights != Color.grey; public bool IsTileCompatible() => true; } }