Inject a render pass via scripting in URP
Injection points reference for URP

Restrict a render pass to a scene area in URP

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
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, add a volume to the scene, then add code to your render pass and your shaderA program that runs on the GPU. More info
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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
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is inside the volume.

Follow these steps:

  1. 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; } } }
  2. 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 { }
  3. In the Hierarchy window, select the Add (+) button, then select GameObject > Volume > Box Volume.

  4. 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.

  5. Select Add override, then select your volume override component, for example My Volume Override.

  6. 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); }
  7. 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; } }
  8. 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.

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  • Inject a render pass via scripting in URP
    Injection points reference for URP