using System; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; [Serializable] [VolumeComponentMenu("Post-processing/Bansonic/Global Afterimage")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] public sealed class GlobalAfterimageVolume : VolumeComponent, IPostProcessComponent { [Tooltip("Base afterimage opacity from the volume profile.")] public ClampedFloatParameter opacity = new ClampedFloatParameter(0f, 0f, 1f); [Tooltip("Scale multiplier of the copied image.")] public ClampedFloatParameter scale = new ClampedFloatParameter(1.05f, 1f, 2f); [Tooltip("Whether this effect should run in SceneView cameras.")] public BoolParameter affectSceneView = new BoolParameter(false); public bool IsActive() => opacity.value > 0.0001f; [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => false; }