using System; namespace UnityEngine.Rendering.HighDefinition { /// /// A volume component that holds settings for the Split Toning effect. /// [Serializable, VolumeComponentMenu("Post-processing/Split Toning")] [HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "Post-Processing-Split-Toning" + Documentation.endURL)] public sealed class SplitToning : VolumeComponent, IPostProcessComponent { /// /// Specifies the color to use for shadows. /// [Tooltip("Specifies the color to use for shadows.")] public ColorParameter shadows = new ColorParameter(Color.grey, false, false, true); /// /// Specifies the color to use for highlights. /// [Tooltip("Specifies the color to use for highlights.")] public ColorParameter highlights = new ColorParameter(Color.grey, false, false, true); /// /// Controls the balance between the colors in the highlights and shadows. /// [Tooltip("Controls the balance between the colors in the highlights and shadows.")] public ClampedFloatParameter balance = new ClampedFloatParameter(0f, -100f, 100f); /// /// Tells if the effect needs to be rendered or not. /// /// true if the effect should be rendered, false otherwise. public bool IsActive() { return shadows != Color.grey || highlights != Color.grey; } } }