using System; using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.HDPipeline { [Serializable, VolumeComponentMenu("Post-processing/Color Adjustments")] public sealed class ColorAdjustments : VolumeComponent, IPostProcessComponent { [Tooltip("Sets the value that HDRP uses to adjust the overall exposure of the Scene, in EV.")] public FloatParameter postExposure = new FloatParameter(0f); [Tooltip("Controls the overall range of the tonal values.")] public ClampedFloatParameter contrast = new ClampedFloatParameter(0f, -100f, 100f); [Tooltip("Specifies the color that HDRP tints the render to.")] public ColorParameter colorFilter = new ColorParameter(Color.white, true, false, true); [Tooltip("Controls the hue of all colors in the render.")] public ClampedFloatParameter hueShift = new ClampedFloatParameter(0f, -180f, 180f); [Tooltip("Controls the intensity of all colors in the render.")] 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; } } }