Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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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;
}
}