To restrict a render pass to a specific area of a 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, add a volume to the scene, then add code to your render pass and your shaderA program that runs on the GPU. More info
See in Glossary to check if 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
See in Glossary is inside the volume.
Follow these steps:
Update your shader code to enable or disable your custom rendering effect based on a Boolean value.
For example, add the following code to your shader:
Pass
{
...
// Add a variable to enable or disable your custom rendering effect
float _Enabled;
...
float4 Frag(Varyings input) : SV_Target0
{
...
// Return the color with the effect if the variable is 1, or the original color if the variable is 0
if (_Enabled == 1){
return colorWithEffect;
} else {
return originalColor;
}
}
}
Create a script that implements the VolumeComponent
class. This creates a volume override component that you can add to a volume.
using UnityEngine;
using UnityEngine.Rendering;
public class MyVolumeOverride : VolumeComponent
{
}
In the Hierarchy window, select the Add (+) button, then select GameObject > Volume > Box Volume.
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
See in Glossary window for the new box volume, under Volume, select New to create a new volume profile.
Select Add override, then select your volume override component, for example My Volume Override.
Add a property to the volume override script. Unity adds the property in the Inspector window of the volume override.
For example:
public class MyVolumeOverride : VolumeComponent
{
// Add an 'Effect Enabled' checkbox to the Volume Override, with a default value of true.
public BoolParameter effectEnabled = new BoolParameter(true);
}
In your custom pass, use the GetComponent
API to get the volume override component and check the value of the property.
For example:
class myCustomPass : ScriptableRenderPass
{
...
public void Setup(Material material)
{
// Get the volume override component
MyVolumeOverride myOverride = VolumeManager.instance.stack.GetComponent<MyVolumeOverride>();
// Get the value of the 'Effect Enabled' property
bool effectStatus = myOverride.effectEnabled.overrideState ? myOverride.effectEnabled.value : false;
}
}
Pass the value of the property to the variable you added to the shader code.
For example:
class myCustomPass : ScriptableRenderPass
{
...
public void Setup(Material material)
{
MyVolumeOverride myOverride = VolumeManager.instance.stack.GetComponent<MyVolumeOverride>();
bool effectStatus = myOverride.effectEnabled.overrideState ? myOverride.effectEnabled.value : false;
// Pass the value to the shader
material.SetFloat("_Enabled", effectStatus ? 1 : 0);
}
}
Your custom rendering effect is now enabled when the camera is inside the volume, and disabled when the camera is outside the volume.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.