41 lines
1.6 KiB
C#
41 lines
1.6 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 Split Toning effect.
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/// </summary>
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[Serializable, VolumeComponentMenu("Post-processing/Split Toning")]
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[HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "Post-Processing-Split-Toning" + Documentation.endURL)]
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public sealed class SplitToning : VolumeComponent, IPostProcessComponent
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{
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/// <summary>
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/// Specifies the color to use for shadows.
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/// </summary>
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[Tooltip("Specifies the color to use for shadows.")]
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public ColorParameter shadows = new ColorParameter(Color.grey, false, false, true);
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/// <summary>
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/// Specifies the color to use for highlights.
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/// </summary>
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[Tooltip("Specifies the color to use for highlights.")]
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public ColorParameter highlights = new ColorParameter(Color.grey, false, false, true);
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/// <summary>
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/// Controls the balance between the colors in the highlights and shadows.
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/// </summary>
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[Tooltip("Controls the balance between the colors in the highlights and shadows.")]
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public ClampedFloatParameter balance = new ClampedFloatParameter(0f, -100f, 100f);
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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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return shadows != Color.grey
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|| highlights != Color.grey;
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}
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}
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}
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