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    Class ColorLookup

    A volume component that holds settings for the Color Lookup effect.

    Inheritance
    object
    Object
    ScriptableObject
    VolumeComponent
    ColorLookup
    Implements
    IApplyRevertPropertyContextMenuItemProvider
    IPostProcessComponent
    Inherited Members
    VolumeComponent.active
    VolumeComponent.Override(VolumeComponent, float)
    VolumeComponent.SetAllOverridesTo(bool)
    VolumeComponent.GetHashCode()
    VolumeComponent.AnyPropertiesIsOverridden()
    VolumeComponent.Release()
    VolumeComponent.TryGetRevertMethodForFieldName(SerializedProperty, out Action<SerializedProperty>)
    VolumeComponent.GetSourceTerm()
    VolumeComponent.TryGetApplyMethodForFieldName(SerializedProperty, out Action<SerializedProperty>)
    VolumeComponent.GetSourceName(Component)
    VolumeComponent.displayName
    VolumeComponent.parameters
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetEntityId()
    Object.GetInstanceID()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
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    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
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    Object.InstantiateAsync<T>(T, int, Transform)
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    Namespace: UnityEngine.Rendering.Universal
    Assembly: Unity.RenderPipelines.Universal.Runtime.dll
    Syntax
    [Serializable]
    [VolumeComponentMenu("Post-processing/Color Lookup")]
    [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
    public sealed class ColorLookup : VolumeComponent, IApplyRevertPropertyContextMenuItemProvider, IPostProcessComponent
    Remarks

    You can add VolumeComponent to a VolumeProfile in the Editor to apply a Color Lookup post-processing effect.

    Examples

    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 ColorLookup m_VolumeComponent;
    
    [Serializable]
    private struct VolumeSettings
    {
        public bool active;
        public TextureParameter texture;
        public ClampedFloatParameter contribution;
    
        public void SetVolumeComponentSettings(ref ColorLookup volumeComponent)
        {
            volumeComponent.active = active;
            volumeComponent.texture = texture;
            volumeComponent.contribution = contribution;
        }
    
        public void GetVolumeComponentSettings(ref ColorLookup volumeComponent)
        {
            active = volumeComponent.active;
            texture = volumeComponent.texture;
            contribution = volumeComponent.contribution;
        }
    }
    
    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 ColorLookup volumeComponent)
    {
        if (volumeComponent != null)
            return true;
    
        if (volumeProfile == null)
        {
            Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned.");
            return false;
        }
    
        volumeProfile.TryGet(out ColorLookup component);
        if (component == null)
        {
            Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile ");
            return false;
        }
    
        volumeComponent = component;
        return true;
    }
    

    }

    Fields

    contribution

    Controls how much of the lookup texture will contribute to the color grading effect.

    Declaration
    [Tooltip("How much of the lookup texture will contribute to the color grading effect.")]
    public ClampedFloatParameter contribution
    Field Value
    Type Description
    ClampedFloatParameter
    See Also
    VolumeProfile
    VolumeComponent
    IPostProcessComponent
    VolumeParameter<T>
    TextureParameter
    ClampedFloatParameter

    texture

    A 2D Lookup Texture (LUT) to use for color grading.

    Declaration
    [Tooltip("A 2D Lookup Texture (LUT) to use for color grading.")]
    public TextureParameter texture
    Field Value
    Type Description
    TextureParameter
    See Also
    VolumeProfile
    VolumeComponent
    IPostProcessComponent
    VolumeParameter<T>
    TextureParameter
    ClampedFloatParameter

    Methods

    IsActive()

    Tells if the post process needs to be rendered or not.

    Declaration
    public bool IsActive()
    Returns
    Type Description
    bool

    true if the effect should be rendered, false otherwise.

    See Also
    VolumeProfile
    VolumeComponent
    IPostProcessComponent
    VolumeParameter<T>
    TextureParameter
    ClampedFloatParameter

    ValidateLUT()

    Validates the lookup texture assigned to the volume component.

    Declaration
    public bool ValidateLUT()
    Returns
    Type Description
    bool

    True if the texture is valid, false otherwise.

    See Also
    VolumeProfile
    VolumeComponent
    IPostProcessComponent
    VolumeParameter<T>
    TextureParameter
    ClampedFloatParameter

    Implements

    IApplyRevertPropertyContextMenuItemProvider
    IPostProcessComponent

    See Also

    VolumeProfile
    VolumeComponent
    IPostProcessComponent
    VolumeParameter<T>
    TextureParameter
    ClampedFloatParameter
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