45 lines
1.8 KiB
C#
45 lines
1.8 KiB
C#
using System;
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namespace UnityEngine.Rendering.HighDefinition
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{
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/// <summary>
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/// A volume component that holds settings for the Lift, Gamma, Gain effect.
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/// </summary>
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[Serializable, VolumeComponentMenu("Post-processing/Lift, Gamma, Gain")]
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[HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "Post-Processing-Lift-Gamma-Gain" + Documentation.endURL)]
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public sealed class LiftGammaGain : VolumeComponent, IPostProcessComponent
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{
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/// <summary>
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/// Controls the dark tones of the render.
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/// </summary>
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[Tooltip("Controls the dark tones of the render.")]
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public Vector4Parameter lift = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
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/// <summary>
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/// Controls the mid-range tones of the render with a power function.
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/// </summary>
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[Tooltip("Controls the mid-range tones of the render with a power function.")]
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public Vector4Parameter gamma = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
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/// <summary>
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/// Controls the highlights of the render.
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/// </summary>
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[Tooltip("Controls the highlights of the render.")]
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public Vector4Parameter gain = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
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/// <summary>
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/// Tells if the effect needs to be rendered or not.
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/// </summary>
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/// <returns><c>true</c> if the effect should be rendered, <c>false</c> otherwise.</returns>
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public bool IsActive()
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{
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var defaultState = new Vector4(1f, 1f, 1f, 0f);
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return lift != defaultState
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|| gamma != defaultState
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|| gain != defaultState;
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}
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LiftGammaGain() => displayName = "Lift, Gamma, Gain";
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}
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}
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