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Create a custom post-processing effect with Volume support in URP

How to create a custom post-processing effect with Volume support.
Read time 1 minuteLast updated 19 days ago

This page describes how to create a custom post-processing effect with Volume support.
URP provides a template for custom post-processing effects. The implementation in the template consists of a Renderer Feature, where you can inject the code for the custom effect, and the script that implements the code for interacting with the Volume component.
To create an effect using the template, select the following menu item:
  • Assets > Create > Scripting > URP Post-process Volume Scripts.
Unity creates two new scripts in the
Assets
folder: the script containing the Renderer Feature template and the Volume component script.
The template contains the example effect implementation that inverts colors on the screen.
In the Renderer Feature, in the
Create
method you define the custom Material for the custom effect or the render pass that implements the effect logic.
The Renderer Feature script contains the
ScriptableRenderPass
implementation.
You set the shader properties for the custom effect in the following region in the render pass code:
#region PASS_SHARED_RENDERING_CODE
To set the effect properties on the volume component, modify the following line in the
AddRenderPasses
method:
NewPostProcessEffectVolumeComponent myVolume = VolumeManager.instance.stack?.GetComponent<NewPostProcessEffectVolumeComponent>();if (myVolume == null || !myVolume.IsActive()) s_SharedPropertyBlock.SetFloat("_Intensity", myVolume.intensity.value);

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