Volume component reference
Volumes components contain properties that control how they affect Cameras 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 scene. 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. |