docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class PostProcessVolume

    A post-process volume component holding a post-process profile.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    PostProcessVolume
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.Rendering.PostProcessing
    Assembly: Unity.Postprocessing.Runtime.dll
    Syntax
    [ExecuteAlways]
    [AddComponentMenu("Rendering/Post-process Volume", 1001)]
    public sealed class PostProcessVolume : MonoBehaviour

    Fields

    blendDistance

    The outer distance to start blending from. A value of 0 means no blending and the volume overrides will be applied immediatly upon entry.

    Declaration
    [Min(0)]
    [Tooltip("The distance (from the attached Collider) to start blending from. A value of 0 means there will be no blending and the Volume overrides will be applied immediatly upon entry to the attached Collider.")]
    public float blendDistance
    Field Value
    Type Description
    float
    See Also
    DestroyVolume(PostProcessVolume, bool, bool)

    isGlobal

    Should this volume be applied to the whole scene?

    Declaration
    [Tooltip("Check this box to mark this volume as global. This volume's Profile will be applied to the whole Scene.")]
    public bool isGlobal
    Field Value
    Type Description
    bool
    See Also
    DestroyVolume(PostProcessVolume, bool, bool)

    priority

    The volume priority in the stack. Higher number means higher priority. Negative values are supported.

    Declaration
    [Tooltip("The volume priority in the stack. A higher value means higher priority. Negative values are supported.")]
    public float priority
    Field Value
    Type Description
    float
    See Also
    DestroyVolume(PostProcessVolume, bool, bool)

    sharedProfile

    The shared profile of this volume. Modifying sharedProfile will change all volumes using this profile, and change profile settings that are stored in the project too.

    Declaration
    public PostProcessProfile sharedProfile
    Field Value
    Type Description
    PostProcessProfile
    Remarks

    It is not recommended to modify profiles returned by sharedProfile. If you want to modify the profile of a volume use profile instead.

    See Also
    profile

    weight

    The total weight of this volume in the scene. 0 means it won't do anything, 1 means full effect.

    Declaration
    [Range(0, 1)]
    [Tooltip("The total weight of this Volume in the Scene. A value of 0 signifies that it will have no effect, 1 signifies full effect.")]
    public float weight
    Field Value
    Type Description
    float
    See Also
    DestroyVolume(PostProcessVolume, bool, bool)

    Properties

    profile

    Returns the first instantiated PostProcessProfile assigned to the volume. Modifying profile will change the profile for this volume only. If the profile is used by any other volume, this will clone the shared profile and start using it from now on.

    Declaration
    public PostProcessProfile profile { get; set; }
    Property Value
    Type Description
    PostProcessProfile
    Remarks

    This property automatically instantiates the profile and make it unique to this volume so you can safely edit it via scripting at runtime without changing the original asset in the project. Note that if you pass in your own profile, it is your responsibility to destroy it once it's not in use anymore.

    See Also
    sharedProfile
    DestroyProfile(PostProcessProfile, bool)

    Methods

    HasInstantiatedProfile()

    Checks if the volume has an intantiated profile or is using a shared profile.

    Declaration
    public bool HasInstantiatedProfile()
    Returns
    Type Description
    bool

    true if the profile has been intantiated

    See Also
    profile
    sharedProfile

    See Also

    DestroyVolume(PostProcessVolume, bool, bool)
    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)