public struct PostProcessVolumeA box that says how the frame looks inside it.
Remarks
Where a look applies, rather than which effects exist. A compositor document names the frame's passes and cannot know the player has walked into a cellar; this is how a level says so, and a designer places one rather than writing code or a second document.
⚠ It blends parameters and cannot add a pass. The frame's graph decides resource lifetimes, pass ordering and transient aliasing, and rebuilding it as somebody crosses a threshold would be a graph recompile per frame. So a volume that sets MaximumDefocus in a document with no !DepthOfField node does nothing at all, and cannot say so at author time. Unreal has the same constraint and hides it inside one uber-pass; here the passes are named in a file you can read, which is what makes this statable — see [32](../../../docs/plan/32-post-process-volumes.md).
Its bounds are in the entity's own space, so a rotated entity is a rotated box and the containment test runs in the volume's frame rather than in the world's. Scale counts: a volume scaled by two reaches twice as far.
⚠ A zeroed component is inert rather than global. Zero extents contain nothing and a zero weight applies nothing, which is what an entity that has just been given the component should do — the alternative, treating a zeroed volume as unbounded, would make adding one in the inspector black out the level. Default is what a create menu uses.
Fields and properties (7)
public Vector3 ExtentsHalf the box's size, in the entity's own space.
public float BlendRadiusHow far outside the box it fades in, in metres.
public float WeightA master multiplier on everything it contributes, 0 to 1.
public int PriorityWhich volume wins where two overlap. Higher is on top.
public bool UnboundWhether it applies everywhere, ignoring its bounds.
public PostProcessSettings SettingsWhat it has an opinion about.
public static PostProcessVolume DefaultA five-metre cube that fades over one metre and applies fully inside.
Methods (1)
public readonly float Falloff(Vector3 local)How much this volume applies at a point, before its Weight.
Used by (8)
- ComponentRegistrationVixen.Rendering
- PostProcessVolumeSystemVixen.Rendering
- PostProcessVolumeTestsVixen.Rendering.Tests
- TypeRegistrationVixen.Rendering
- Vixen_Rendering_Ecs_PostProcessVolumeSerializerVixen.Rendering
- ComponentsViewVixen.Editor.App
- MaterialIconsVixen.Editor.App
- SceneLinesVixen.Editor.SceneView