using System;
namespace UnityEngine.Rendering.Universal
{
///
/// A volume component that holds settings for the Color Adjustments effect.
///
///
/// You can add to a in the Editor to apply a Color Adjustments post-processing effect.
///
///
/// This sample code shows how settings can be retrieved and modified in runtime:
///
/// using System;
/// using UnityEngine;
/// using UnityEngine.Rendering;
/// using UnityEngine.Rendering.Universal;
///
/// public class ModifyVolumeComponent : MonoBehaviour
/// {
/// [SerializeField] VolumeProfile volumeProfile;
/// [SerializeField] VolumeSettings volumeSettings;
///
/// private bool m_HasRetrievedVolumeComponent;
/// private ColorAdjustments m_VolumeComponent;
///
/// [Serializable]
/// private struct VolumeSettings
/// {
/// public bool active;
/// public FloatParameter postExposure;
/// public ClampedFloatParameter contrast;
/// public ColorParameter colorFilter;
/// public ClampedFloatParameter hueShift;
/// public ClampedFloatParameter saturation;
///
/// public void SetVolumeComponentSettings(ref ColorAdjustments volumeComponent)
/// {
/// volumeComponent.active = active;
/// volumeComponent.postExposure = postExposure;
/// volumeComponent.contrast = contrast;
/// volumeComponent.colorFilter = colorFilter;
/// volumeComponent.hueShift = hueShift;
/// volumeComponent.saturation = saturation;
/// }
///
/// public void GetVolumeComponentSettings(ref ColorAdjustments volumeComponent)
/// {
/// active = volumeComponent.active;
/// postExposure = volumeComponent.postExposure;
/// contrast = volumeComponent.contrast;
/// colorFilter = volumeComponent.colorFilter;
/// hueShift = volumeComponent.hueShift;
/// saturation = volumeComponent.saturation;
/// }
/// }
///
/// private void Start()
/// {
/// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent);
/// if (m_HasRetrievedVolumeComponent)
/// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent);
/// }
///
/// private void Update()
/// {
/// if (!m_HasRetrievedVolumeComponent)
/// return;
///
/// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent);
/// }
///
/// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref ColorAdjustments volumeComponent)
/// {
/// if (volumeComponent != null)
/// return true;
///
/// if (volumeProfile == null)
/// {
/// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned.");
/// return false;
/// }
///
/// volumeProfile.TryGet(out ColorAdjustments component);
/// if (component == null)
/// {
/// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile ");
/// return false;
/// }
///
/// volumeComponent = component;
/// return true;
/// }
/// }
///
///
///
///
///
///
///
///
///
[Serializable, VolumeComponentMenu("Post-processing/Color Adjustments")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("Post-Processing-Color-Adjustments")]
public sealed class ColorAdjustments : VolumeComponent, IPostProcessComponent
{
///
/// 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.
///
[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);
///
/// Controls the overall range of the tonal values.
///
[Tooltip("Expands or shrinks the overall range of tonal values.")]
public ClampedFloatParameter contrast = new ClampedFloatParameter(0f, -100f, 100f);
///
/// Specifies the color that URP tints the render to.
///
[Tooltip("Tint the render by multiplying a color.")]
public ColorParameter colorFilter = new ColorParameter(Color.white, true, false, true);
///
/// Controls the hue of all colors in the render.
///
[Tooltip("Shift the hue of all colors.")]
public ClampedFloatParameter hueShift = new ClampedFloatParameter(0f, -180f, 180f);
///
/// Controls the intensity of all colors in the render.
///
[Tooltip("Pushes the intensity of all colors.")]
public ClampedFloatParameter saturation = new ClampedFloatParameter(0f, -100f, 100f);
///
/// Tells if the post process needs to be rendered or not.
///
/// true if the effect should be rendered, false otherwise.
public bool IsActive()
{
return postExposure.value != 0f
|| contrast.value != 0f
|| colorFilter != Color.white
|| hueShift != 0f
|| saturation != 0f;
}
///
/// Tells if the post process can run the effect on-tile or if it needs a full pass.
///
/// true if it can run on-tile, false otherwise.
[Obsolete("Unused. #from(2023.1)")]
public bool IsTileCompatible() => true;
}
}