Post Process Volume¶
APostProcessVolume — applies a post process chain to anything inside its bounds, blending with the global default and other volumes by priority + blend weight.
Key properties¶
| Property | Effect |
|---|---|
| Unbound | Affect the whole world regardless of bounds |
| Priority | Higher priority wins where volumes overlap |
| Blend Weight | 0–1 — partial application |
| Blend Radius | Soft falloff at the boundary (cm) |
| Settings → ... | Hundreds of per-effect properties |
Setting categories¶
| Category | Notable settings |
|---|---|
| Lens / Camera | Aperture, ISO, Shutter Speed, FocalDistance |
| Color Grading | Saturation, Contrast, Gain, Offset, Slope (ASC CDL) |
| Bloom | Intensity, Threshold, ConvolutionKernel |
| Auto Exposure | MinBrightness, MaxBrightness, SpeedUp/Down |
| Lumen | LumenSceneLightingQuality, LumenReflectionQuality |
| Path Tracing | MaxBounces, SamplesPerPixel |
| Anti-Aliasing | TSR / DLSS / FSR settings |
| Local Exposure | HighlightContrastScale, ShadowContrastScale |
| Film Grain | Intensity, Response, Texel Size |
Layering¶
Use multiple volumes for "zones" — e.g.
- Global default volume (Unbound, Priority 0) — base look
- Cave volume (Priority 10, BlendRadius 200) — darker, warmer
- Boss arena volume (Priority 20) — red color grading, motion blur
Blendable materials¶
The Blendables array accepts:
- Post Process Materials (Material Domain = Post Process)
- LUT textures
- Asset User Data subclasses for custom blends
Stack many small effects — each material runs as one full-screen pass; profile under ProfileGPU → PostProcessing.
Per-camera override¶
Camera Components have PostProcessBlendWeight and full PostProcessSettings of their own — used for player cameras, ironsights, photo mode.
Console parity¶
r.* CVars can override volume settings entirely. Useful in shipping for adjusting quality per-platform:
Gotchas¶
- Auto Exposure is per-camera + per-volume — they multiply. Set Min=Max to force a fixed exposure.
- Lumen settings only apply if Lumen is enabled project-wide.
- A
Blend Radius = 0causes a hard cut, which is sometimes desirable (e.g. portal effect). - The Color Grading > Misc section has a
Scene Color Tintthat affects everything — easy to forget.
Linked pages¶
- Render Targets — Post Process materials and Render Targets share infrastructure
- Post Process Pipeline — what each effect does