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;
}
}
}