public sealed class ResolvedVolumesDoc 39's per-camera resolved volume stack, read out of the engine's own fold.
Remarks
Nothing here recomputes anything. PostProcessVolumeSystem is what the frame actually folds with, its Fold is public precisely "so a test, a tool or an editor can fold without standing up a runner", and Contributions is documented as "the resolved-stack view doc 39 promises the editor". This reads those three — the two counts, the pairs, and the folded PostProcessOverlay — and arranges them. A second implementation of the precedence would be a second answer to "why does it look like this", which is the one question this panel exists to answer.
⚠ The camera is the editor's, and that is a real difference from the running game. The system reads RenderView.Position because CameraExtractionSystem has already decided which of a scene's cameras won; in the editor nothing has, so the viewport's eye is the honest stand-in and the panel says which eye it used. Flying the viewport camera into a volume is then the gesture that makes the panel change, which is exactly the check somebody with a volume that "is not working" needs to make.
⚠ The pairs say which layers spoke and the overlay says what won, and neither alone is enough. Contributions lists (layer, parameter) in application order but carries no values; the overlay carries the winning value and its weight but has forgotten who supplied it. Joined on the parameter name they are the whole answer — and the join is exact, because both sides spell a parameter the way a scene file does.
Fields and properties (2)
public PostProcessSettings LookThe look profile laid down as the fold's base layer.
public Vector3 CameraWhere the camera is, which is what decides which volumes reach it.
Methods (1)
public ResolvedVolumeReport Fold(World world)Folds the world's volumes and reads the result out.
Used by (2)
- FrameVolumeStackTestsVixen.Editor.AssetEditors.Tests
- StandardFrameViewVixen.Editor.AssetEditors