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34 行
1.4 KiB
34 行
1.4 KiB
using System;
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namespace UnityEngine.Rendering.Universal
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{
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[Serializable, VolumeComponentMenu("Post-processing/Color Adjustments")]
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public sealed class ColorAdjustments : VolumeComponent, IPostProcessComponent
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{
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[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.")]
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public FloatParameter postExposure = new FloatParameter(0f);
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[Tooltip("Expands or shrinks the overall range of tonal values.")]
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public ClampedFloatParameter contrast = new ClampedFloatParameter(0f, -100f, 100f);
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[Tooltip("Tint the render by multiplying a color.")]
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public ColorParameter colorFilter = new ColorParameter(Color.white, true, false, true);
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[Tooltip("Shift the hue of all colors.")]
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public ClampedFloatParameter hueShift = new ClampedFloatParameter(0f, -180f, 180f);
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[Tooltip("Pushes the intensity of all colors.")]
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public ClampedFloatParameter saturation = new ClampedFloatParameter(0f, -100f, 100f);
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public bool IsActive()
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{
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return postExposure.value != 0f
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|| contrast.value != 0f
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|| colorFilter != Color.white
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|| hueShift != 0f
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|| saturation != 0f;
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}
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public bool IsTileCompatible() => true;
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}
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}
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