Version: Unity 6 Preview (6000.0)
Language : English
Understand volumes in URP
Create a Volume Profile in URP

Set up a volume in URP

To set up a volume in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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, you can configure the project’s default volume settings, or add a new custom volume. For details, refer to the following sections:

Configure the default volumes

You can configure the default global volumes that all URP scenes use.

Configure the Default Volume

To configure the Default Volume, go to Project Settings > Graphics > URP > Default Volume Profile.

By default, the Default Volume references a Volume Profile called DefaultVolumeProfile. DefaultVolumeProfile lists all possible Volume Overrides. You can change the properties, but you can’t disable or remove Volume Overrides. Refer to Volume Overrides for more information about changing the properties.

You can assign your own Volume Profile.

If you delete the Volume Profile, URP automatically reassigns DefaultVolumeProfile.

Configure the global volume for a quality level

To configure the global volume for a quality level, follow these steps:

  1. Go to Project Settings > Quality and select the quality level.
  2. Go to Rendering > Render Pipeline Asset and open the URP Asset.
  3. In the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
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    window for the URP Asset, go to Volumes.

You can add or remove Volume Overrides and edit their properties. Refer to Volume Overrides for more information about changing the Volume Overrides and properties.

Add a volume

To add a volume to your scene and edit its Volume Profile, follow these steps:

  1. Go to GameObject > Volume and select a GameObject.
  2. In the Scene or Hierarchy view, select the new GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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    to view it in the Inspector.
  3. In the Volume component, assign a Volume Profile asset. To create a new Volume Profile, select New.

The list of Volume Overrides that the Volume Profile contains appears below the Volume Profile asset. You can add or remove Volume Overrides and edit their properties. Refer to Volume Overrides for more information about changing the Volume Overrides and properties.

Example: Create a local post-processing effect

The following example shows how to use a local Box Volume to implement a location-based post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
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effect.

  1. In a scene, create a new Box Volume using GameObject > Volume > Box Volume.

  2. Select the Box Volume. In the Inspector, in the Volume component, select New.

    Unity creates the new Volume Profile.

  3. Select Add Override, then select a post-processing effect.

  4. In the Box ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
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    component, adjust the Size and Center properties so the collider occupies the volume where you want the local post-processing effect to be.

  5. Ensure Is Trigger is enabled in the Box ColliderA cube-shaped collider component that handles collisions for GameObjects like dice and ice cubes. More info
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    component.

  6. If you have other Volume components in the scene, change the value of the Priority property to ensure that the Volume Overrides from this volume have higher priority than those of other volumes.

Now, when the CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
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is within the bounds of the GameObject’s collider, URP uses the Volume Overrides from the Volume component.

Understand volumes in URP
Create a Volume Profile in URP