using UnityEngine.Rendering.Universal; using UnityEngine.Rendering; using System; namespace UHFPS.Rendering { [Serializable, VolumeComponentMenu("UHFPS Post-Processing/Eye Blink")] public class EyeBlink : VolumeComponent, IPostProcessComponent { public ClampedFloatParameter Blink = new(0f, 0f, 1f); public ClampedFloatParameter VignetteOuterRing = new(0.4f, 0f, 1f); public ClampedFloatParameter VignetteInnerRing = new(0.5f, 0f, 1f); public ClampedFloatParameter VignetteAspectRatio = new(1f, 0f, 1f); private bool State => active && Blink.overrideState; public bool IsActive() => State && Blink.value > 0; public bool IsTileCompatible() => false; } }