2 using UnityEngine.Rendering;
4 namespace UnityEngine.Experimental.Rendering.HDPipeline
6 [Serializable, VolumeComponentMenu("Post-processing/Color Adjustments")]
7 public sealed class ColorAdjustments : VolumeComponent, IPostProcessComponent
9 [Tooltip("Sets the value that HDRP uses to adjust the overall exposure of the Scene, in EV.")]
10 public FloatParameter postExposure = new FloatParameter(0f);
12 [Tooltip("Controls the overall range of the tonal values.")]
13 public ClampedFloatParameter contrast = new ClampedFloatParameter(0f, -100f, 100f);
15 [Tooltip("Specifies the color that HDRP tints the render to.")]
16 public ColorParameter colorFilter = new ColorParameter(Color.white, true, false, true);
18 [Tooltip("Controls the hue of all colors in the render.")]
19 public ClampedFloatParameter hueShift = new ClampedFloatParameter(0f, -180f, 180f);
21 [Tooltip("Controls the intensity of all colors in the render.")]
22 public ClampedFloatParameter saturation = new ClampedFloatParameter(0f, -100f, 100f);
24 public bool IsActive()
26 return postExposure.value != 0f
27 || contrast.value != 0f
28 || colorFilter != Color.white