using UnityEngine.Rendering.Universal; using UnityEngine.Rendering; using UnityEngine; using System; namespace UHFPS.Rendering { [Serializable, VolumeComponentMenu("UHFPS Post-Processing/Raindrop")] public class Raindrop : VolumeComponent, IPostProcessComponent { public ClampedFloatParameter Raining = new(1f, 0f, 1f); public NoInterpTextureParameter DropletsMask = new(null); public NoInterpVector2Parameter Tiling = new(Vector2.one); public NoInterpFloatParameter Distortion = new(0.5f); public NoInterpClampedFloatParameter TilingScale = new(1f, 0.1f, 2f); public NoInterpClampedFloatParameter GlobalRotation = new(0f, -180f, 180f); public NoInterpClampedFloatParameter DropletsGravity = new(0f, 0f, 1f); public NoInterpClampedFloatParameter DropletsSpeed = new(1f, 0f, 2f); public NoInterpClampedFloatParameter DropletsStrength = new(1f, 0f, 1f); private bool State => active && Raining.overrideState; public bool IsActive() => State && Raining.value > 0; public bool IsTileCompatible() => false; } }