Utilizing Multiple Post-Processing Profiles In Unity
Post Processing is incredibly useful, but not all areas should look the same. Use a different profile for each area for different effects!
Today’s Objective: Use multiple Post-Processing Profiles and Volumes to create different areas with different Post-Processing effects in play.
Post-Processing Profiles and Volumes:
I’ve covered setting up Post-Processing before, and how you mush create a Post-Processing Profile asset, where the effect details are saved.
But Unity not only allows “Global” PP effects which apply to the whole scene, but also “Local” effects which only apply to a specified area.
Local post processing uses a Trigger Collider to define an area in the scene. The post processing effects defined on the Volume will be applied to any cameras that are within this area.
By creating multiple Volumes in the scene, you can assign any number of different effects to be applied to the camera depending on the camera’s position in the scene.
Each Volume, whether Global or Local, must reference a Profile asset. Multiple Volumes can reference the same asset.
For situations where you have multiple Volumes in a scene, and want different effects to apply depending on the camera’s position, you should use multiple Profile assets, one for each set of effects you want to apply.
In the example below, I use 2 Local Post Processing Volumes each with its own Profile asset, to create 2 distinct zones where post processing happens differently.
Note: In the above example, I created 2 Local Volumes to show how they work. But realistically, since these 2 zones cover the entire traversable map in this scene, I could have created 1 Local and 1 Global Volume.
Technically, there are actually 3 post processing zones in this scene: The hallway, the room, and everywhere else. It would be wise to choose the larger/most commonly used of the 2 Local Volumes, and make it a Global Volume.