using UnityEngine.Rendering.Universal; using UnityEngine.Rendering; using System; namespace UHFPS.Rendering { [Serializable, VolumeComponentMenu("UHFPS Post-Processing/Fear Tentacles")] public class FearTentancles : VolumeComponent, IPostProcessComponent { public ClampedFloatParameter EffectFade = new(0, 0f, 1f); public ClampedFloatParameter TentaclesPosition = new(0, -0.2f, 0.2f); public ClampedFloatParameter LayerPosition = new(0, -2f, 2f); public ClampedFloatParameter VignetteStrength = new(0, 0f, 1f); public ClampedFloatParameter TentaclesSpeed = new(1f, 0.1f, 3f); public ClampedIntParameter Tentacles = new(20, 10, 50); public BoolParameter TopLayer = new(false); private bool State => active && EffectFade.overrideState; public bool IsActive() => State && EffectFade.value > 0f; public bool IsTileCompatible() => false; } }