66 lines
3.3 KiB
Markdown
66 lines
3.3 KiB
Markdown
---
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uid: urp-set-up-a-volume
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---
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# Set up a volume
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To set up a volume in your scene, you can configure the project's default volume settings, or add a new custom volume. For details, refer to the following sections:
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- [Configure the default volumes](#configure-the-default-volumes)
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- [Add a volume](#add-a-volume).
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<a name="configure-the-default-volumes"></a>
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## Configure the default volumes
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You can configure the default global volumes that all URP scenes use.
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### Configure the Default Volume
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To configure the Default Volume, go to **Project Settings** > **Graphics** > **URP** > **Default Volume Profile**.
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By default, the Default Volume references a Volume Profile called `DefaultVolumeProfile`. `DefaultVolumeProfile` lists all possible Volume Overrides. You can change the properties, but you can't disable or remove Volume Overrides. Refer to [Volume Overrides](VolumeOverrides.md) for more information about changing the properties.
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You can assign your own Volume Profile.
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If you delete the Volume Profile, URP automatically reassigns `DefaultVolumeProfile`.
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### Configure the global volume for a quality level
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To configure the global volume for a quality level, follow these steps:
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1. Go to **Project Settings** > **Quality** and select the quality level.
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3. Go to **Rendering** > **Render Pipeline Asset** and open the URP Asset.
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4. In the Inspector window for the URP Asset, go to **Volumes**.
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You can add or remove Volume Overrides and edit their properties. Refer to [Volume Overrides](VolumeOverrides.md) for more information about changing the Volume Overrides and properties.
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<a name="add-a-volume"></a>
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## Add a volume
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To add a volume to your scene and edit its Volume Profile, follow these steps:
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1. Go to **GameObject** > **Volume** and select a GameObject.
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2. In the **Scene** or **Hierarchy** view, select the new GameObject to view it in the Inspector.
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3. In the **Volume** component, assign a Volume Profile asset. To create a new Volume Profile, select **New**.
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The list of Volume Overrides that the Volume Profile contains appears below the Volume Profile asset. You can add or remove Volume Overrides and edit their properties. Refer to [Volume Overrides](VolumeOverrides.md) for more information about changing the Volume Overrides and properties.
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### Example: Create a local post-processing effect
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The following example shows how to use a local Box Volume to implement a location-based post-processing effect.
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1. In a scene, create a new Box Volume using **GameObject** > **Volume** > **Box Volume**.
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2. Select the Box Volume. In the Inspector, in the **Volume** component, select **New**.
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Unity creates the new Volume Profile.
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3. Select **Add Override**, then select a post-processing effect.
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4. In the **Box Collider** component, adjust the **Size** and **Center** properties so the collider occupies the volume where you want the local post-processing effect to be.
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5. Ensure **Is Trigger** is enabled in the **Box Collider** component.
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6. If you have other Volume components in the scene, change the value of the **Priority** property to ensure that the Volume Overrides from this volume have higher priority than those of other volumes.
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Now, when the Camera is within the bounds of the GameObject's collider, URP uses the Volume Overrides from the **Volume** component.
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