Volumes components contain properties that control how they affect CamerasA 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
See in Glossary and how they interact with other Volumes.
Property | Description |
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Mode | Use the drop-down to select the method that URP uses to calculate whether this Volume can affect a Camera: • Global: Makes the Volume have no boundaries and allow it to affect every Camera in the scene. • Local: Allows you to specify boundaries for the Volume so that the Volume only affects Cameras inside the boundaries. Add a Collider to the Volume’s GameObject and use that to set the boundaries. |
Blend Distance | The furthest distance from the Volume’s Collider that URP starts blending from. A value of 0 means URP applies this Volume’s overrides immediately upon entry. This property only appears when you select Local from the Mode drop-down. |
Weight | The amount of influence the Volume has on the 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 See in Glossary. URP applies this multiplier to the value it calculates using the Camera position and Blend Distance. |
Priority | URP uses this value to determine which Volume it uses if more than one Volume overrides the same property. URP uses the Volume with the highest value. |
Volume Profile | A Volume Profile Asset that contains the Volume Components that store the properties URP uses to handle this Volume. The Profile field stores a Volume Profile, which is an Asset that contains the properties that URP uses to render the scene. You can edit this Volume Profile, or assign a different Volume Profile to the Profile field. You can also create a Volume Profile by selecting the New button. |