/// <summary>
 /// On stop we stop our transition
 /// </summary>
 /// <param name="position"></param>
 /// <param name="feedbacksIntensity"></param>
 protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
 {
     base.CustomStopFeedback(position, feedbacksIntensity);
     if (Active)
     {
         MMVignetteShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, stop: true, channel: Channel);
     }
 }
 /// <summary>
 /// Triggers a vignette shake
 /// </summary>
 /// <param name="position"></param>
 /// <param name="attenuation"></param>
 protected override void CustomPlayFeedback(Vector3 position, float attenuation = 1.0f)
 {
     if (Active)
     {
         MMVignetteShakeEvent_URP.Trigger(Intensity, Duration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, attenuation,
                                          Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake);
     }
 }
 /// <summary>
 /// Triggers a vignette shake
 /// </summary>
 /// <param name="position"></param>
 /// <param name="attenuation"></param>
 protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
 {
     if (Active)
     {
         float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
         MMVignetteShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, intensityMultiplier,
                                          Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode);
     }
 }
 /// <summary>
 /// Stops listening for events
 /// </summary>
 public override void StopListening()
 {
     base.StopListening();
     MMVignetteShakeEvent_URP.Unregister(OnVignetteShakeEvent);
 }