using System; namespace UnityEngine.Rendering.Universal { [Serializable, VolumeComponentMenu("Post-processing/Color Adjustments")] public sealed class ColorAdjustments : VolumeComponent, IPostProcessComponent { [Tooltip("Adjusts the overall exposure of the scene in EV100. This is applied after HDR effect and right before tonemapping so it won't affect previous effects in the chain.")] public FloatParameter postExposure = new FloatParameter(0f); [Tooltip("Expands or shrinks the overall range of tonal values.")] public ClampedFloatParameter contrast = new ClampedFloatParameter(0f, -100f, 100f); [Tooltip("Tint the render by multiplying a color.")] public ColorParameter colorFilter = new ColorParameter(Color.white, true, false, true); [Tooltip("Shift the hue of all colors.")] public ClampedFloatParameter hueShift = new ClampedFloatParameter(0f, -180f, 180f); [Tooltip("Pushes the intensity of all colors.")] public ClampedFloatParameter saturation = new ClampedFloatParameter(0f, -100f, 100f); public bool IsActive() { return postExposure.value != 0f || contrast.value != 0f || colorFilter != Color.white || hueShift != 0f || saturation != 0f; } public bool IsTileCompatible() => true; } }