Adding Volumes to HDRP (Tutorial)

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one of the new features included in unities high-definition render pipeline is the volume framework volumes are areas that contain settings for the high-definition render pipeline and determine how a given area of a scene will be rendered we can use volumes to control settings such as fog sky lighting post-processing or shadows volumes can be global and affecting entire scene or they can be local to a specific area we can adjust how the camera is rendering the scene as it enters the volume we can create a volume by adding the volume component to any game object it's a good practice however to create a new game object specifically for each volume we wish to create we can also go to the game object menu and under the volumes option we can find multiple game objects with some preset volume types a volume component references a volume profile asset which contains the values for the volume to use we can assign or create a new volume profile asset using the buttons in the inspector we can also create a volume profile asset through the create menu in the project window once a volume profile has been created and assigned to a volume we can choose to override settings and define how our volume should affect our scene volumes can contain different combinations of volume overrides for example one volume may be dedicated to hold overrides for the scene like the physically-based sky and fog while another volume might hold overrides for post-processing by default a volume is global and will render its overrides to any active camera however if we wanted a volume to only affect a portion of the scene we can change the mode to local then by adding a Collider to the volume we can define the area we wish to affect when the camera enters the designated area it will render using the settings from our volume we can transition smoothly into the volume settings by adjusting the blend distance property this property defines how far the camera can be from the volumes Collider before it should start blending into the new volume and its overrides once we've created a new volume profile we can begin assigning overrides let's take a look at some of the overrides we can use and how we can affect our environment in this vol I'd like to add some overrides to create a normal daytime look for our forest let's start by adding a daytime sky to the scene to do this we'll need to create a visual environment override the visual environment volume override specifies the sky type that the high-definition render pipeline should render in the volume so let's enable the type toggle and choose HDRI sky then let's add an HDR eye sky override to our volume so we can control our sky next we need to assign a sky cube map for the volume to use I've got this nice daytime texture here let's turn it into a cube map for our sky by changing the import settings in the inspector in the texture shape drop-down let's change from 2d to cube and let's make sure that the mapping is set to cylindrical and hit apply now in our volume we can assign our new cube map and we have a lovely sky for our scene now if we change the ambient mode of our visual environment from static to dynamic instead of using the static lighting sky property from the lighting window the ambient light from our scene will come from our HDRI sky instead this feature means that ambient light can change in real time depending on the current volume affecting the camera we can control the intensity of the ambient light and the impact of the ambient lighting on shadowed areas of our scene by using an indirect lighting controller override let's add an indirect lighting controller override and bring the diffuse intensity down from 1 to about point 5 now we still have a little detail in our dark areas while keeping areas of our scene covered in relative shadow back on our HDRI sky override let's set the intensity mode to Lux Lux is a realistic unit of illuminance used by the High Definition render pipeline to accurately simulate light in the environment for more information on lighting and physical light units in the high definition render pipeline follow the link in the description down below our sky is quite bright but somewhat overcast so let's set our desired Lux value to about 15,000 we'll need to compensate for the light and tell our camera to adapt and expose for changes in light so let's add an exposure override and set the mode to automatic automatic mode works much like the human eye and dynamically adjusts the exposure according to the range of brightness levels on the screen if we look inside this dark cave and back out again we can notice that the adjustment takes place gradually which means that the user can be briefly dazzled by bright outdoor light when they emerge from dark areas of the scene our scene is starting to look pretty good but let's give the background a bit more detail let's add a fog volume override and enable it we just want the light layer in the background to give the scene a bit more depth and make it look like a dry heat that's looking pretty good all we need to do now is add some post-processing effects I want these effects to be global through every scene setup we can do this by assigning a volume profile as default in our high definition render pipeline let's create a new profile called PO processing and then let's open up our project settings by going to edit project settings HDR P default settings and let's assign our new profile as the default volume profile asset then if we add some post-processing effects such as tone mapping bloom and motion blur to the profile our scene will render both the post-processing effects and the volume overrides in our scenes profile next let's take a look at how we can add a localized volume to our scene I've swapped out our scene with some moonlight style lighting and a new night volume this time we're using a physically-based sky instead the physically-based sky volume simulates the sky of a spherical planet including atmosphere and density I'd really like to deepen this effect as our character emerges from the cave let's create a new box volume and position it inside of our cave then let's create a new profile and call it cave next let's set this volume to local mode and set its priority to two setting this higher than our main night volume allows our box volume to override any of its settings I want the player to emerge from almost total darkness into the midst of the night here so let's add a fog component and really deepen it by setting the attenuation distance to 1 then let's remove the indirect lighting so our cave is in total darkness finally let's use a bit of extra post-processing to really sell the effect let's add a bit more chromatic aberration and use the color adjustment override to lower the saturation and overall exposure finally let's tweak the blend distance of our volume so the transition occurs gradually as we leave the cave now our scene transitions from the almost complete darkness of the cave and into our misty evening in the woods volumes and volume profiles are a powerful way to tailor and customize how you're seeing an environment look for more information on the volume framework and using the high definition render pipeline in unity follow the link in the description below thanks for watching
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Channel: Unity
Views: 47,672
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Keywords: Unity3d, Unity, Unity Technologies, Games, Game Development, Game Dev, Game Engine, hdrp volumetric fog, hdrp volumetric lights, hdrp volumes, hdrp volume profile, unity hdrp volume, unity hdrp volumetric, hdrp post, post processing, hdrp fog, hdrp light shaft, hdrp post processing, how to add volume hdrp, add volume hdrp, unity 2019.3, unity hdrp 2019.3
Id: vczkfjLoPf8
Channel Id: undefined
Length: 7min 39sec (459 seconds)
Published: Thu Apr 23 2020
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