I really like the idea of using the Volume Manager to change the currently active Post Processing Property, which I used to enjoy in URP. However, when I call the following code in HDRP that I used in URP, the volume value is assigned, but the changed Property value is not applied.
CustomVolume volume = VolumeManager.instance.stack.GetComponent<CustomVolume>();
volume.property1.value = value1;
volume.property2.value = value2;
...
Since the Volume Manager is a feature of Core RP and not specific to URP, it would be very helpful to have it available in HDRP as well.
Additionally, I am using Unity 6 Preview (6000.0.1f1).
Thank you for your response. I used this method to convert my existing URP code, but I think there might be a some issues with this approach.
This method requires you to reference a specific volume and then access the profile, but in a game there can be multiple volumes, cameras go in and out of these volumes, and the profile you want to modify may not be the one that currently affects the camera.
By using the VolumeManager’s stack, you can access the volume that is currently affecting the camera on every reference. Sure, we can write additional code to work around this, but it doesn’t change the appeal of VolumeManager’s functionality.
It’s unfortunate that the core RP library functionality is not available in HDRP, as opposed to the functionality found in the URP library.
you can access the volumeStack property on an HDCamera
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Thank you so much, and I apologize for not finding something that was already there.