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87 lines
4.2 KiB
87 lines
4.2 KiB
using System;
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namespace UnityEngine.Rendering.HighDefinition
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{
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/// <summary>
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/// A volume component that holds settings for the Channel Mixer effect.
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/// </summary>
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[Serializable, VolumeComponentMenu("Post-processing/Channel Mixer")]
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[SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
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[HDRPHelpURL("Post-Processing-Channel-Mixer")]
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public sealed class ChannelMixer : VolumeComponent, IPostProcessComponent
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{
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/// <summary>
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/// Controls the influence of the red channel in the output red channel.
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/// </summary>
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[Header("Red Output Channel")]
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[Tooltip("Controls the influence of the red channel in the output red channel."), InspectorName("Red")]
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public ClampedFloatParameter redOutRedIn = new ClampedFloatParameter(100f, -200f, 200f);
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/// <summary>
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/// Controls the influence of the green channel in the output red channel.
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/// </summary>
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[Tooltip("Controls the influence of the green channel in the output red channel."), InspectorName("Green")]
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public ClampedFloatParameter redOutGreenIn = new ClampedFloatParameter(0f, -200f, 200f);
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/// <summary>
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/// Controls the influence of the blue channel in the output red channel.
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/// </summary>
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[Tooltip("Controls the influence of the blue channel in the output red channel."), InspectorName("Blue")]
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public ClampedFloatParameter redOutBlueIn = new ClampedFloatParameter(0f, -200f, 200f);
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/// <summary>
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/// Controls the influence of the red channel in the output green channel.
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/// </summary>
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[Header("Green Output Channel")]
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[Tooltip("Controls the influence of the red channel in the output green channel."), InspectorName("Red")]
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public ClampedFloatParameter greenOutRedIn = new ClampedFloatParameter(0f, -200f, 200f);
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/// <summary>
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/// Controls the influence of the green channel in the output green channel.
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/// </summary>
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[Tooltip("Controls the influence of the green channel in the output green channel."), InspectorName("Green")]
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public ClampedFloatParameter greenOutGreenIn = new ClampedFloatParameter(100f, -200f, 200f);
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/// <summary>
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/// Controls the influence of the blue channel in the output green channel.
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/// </summary>
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[Tooltip("Controls the influence of the blue channel in the output green channel."), InspectorName("Blue")]
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public ClampedFloatParameter greenOutBlueIn = new ClampedFloatParameter(0f, -200f, 200f);
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/// <summary>
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/// Controls the influence of the red channel in the output blue channel.
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/// </summary>
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[Header("Blue Output Channel")]
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[Tooltip("Controls the influence of the red channel in the output blue channel."), InspectorName("Red")]
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public ClampedFloatParameter blueOutRedIn = new ClampedFloatParameter(0f, -200f, 200f);
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/// <summary>
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/// Controls the influence of green red channel in the output blue channel.
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/// </summary>
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[Tooltip("Controls the influence of the green channel in the output blue channel."), InspectorName("Green")]
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public ClampedFloatParameter blueOutGreenIn = new ClampedFloatParameter(0f, -200f, 200f);
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/// <summary>
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/// Controls the influence of the blue channel in the output blue channel.
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/// </summary>
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[Tooltip("Controls the influence of the blue channel in the output blue channel."), InspectorName("Blue")]
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public ClampedFloatParameter blueOutBlueIn = new ClampedFloatParameter(100f, -200f, 200f);
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/// <summary>
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/// Tells if the effect needs to be rendered or not.
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/// </summary>
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/// <returns><c>true</c> if the effect should be rendered, <c>false</c> otherwise.</returns>
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public bool IsActive()
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{
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return redOutRedIn.value != 100f
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|| redOutGreenIn.value != 0f
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|| redOutBlueIn.value != 0f
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|| greenOutRedIn.value != 0f
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|| greenOutGreenIn.value != 100f
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|| greenOutBlueIn.value != 0f
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|| blueOutRedIn.value != 0f
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|| blueOutGreenIn.value != 0f
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|| blueOutBlueIn.value != 100f;
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}
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}
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}
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