- New assemblies with Unity's names:
Unity.RenderPipelines.Core.Runtime:Volume,VolumeProfile,VolumeComponent, every commonVolumeParametertype,VolumeManagerandVolumeStack;Unity.RenderPipelines.Universal.Runtime: URP's post-processing overrides with their defaults and parameter order (including Bloom's hiddenskipIterations),UniversalAdditionalCameraDataandGetUniversalAdditionalCameraData. Scripts using them compile, and scenes and.assetprofiles import (package script GUIDs).
- Blending as Unity blends:
- the defaults, then volumes by priority (stable among equals);
- global ones by weight, local ones by their colliders' closest points within the blend distance;
- numbers and colors interpolate; other values switch at any influence.
RenderPipelineManager's context and camera callbacks fire each frame, before rendering.- Each camera with
renderPostProcessingblends its Volumes (layer mask, trigger) and sends its post settings to native. - The renderer:
- post-processed views draw into an RGBA16F image;
- a bloom chain: a soft-threshold downsample, a box-filtered pyramid, and an upsample by scatter;
- one composite pass: exposure, white balance and color filter, log-space contrast, hue rotation, saturation, Neutral or ACES tone curves, and vignette;
- overlay UI is drawn after post-processing, as in Unity.
- Also:
Collider.ClosestPoint(boxes, spheres, capsules exact; others by bounds);- Unity serialization fills a field's existing object in place, and builds objects without parameterless constructors.
- The conformance project now has URP installed (not as the active pipeline, so nothing else changes). A new
volumesscenario records:- the effects' defaults, clamping and profile operations;
- blending at several positions, without a trigger and on other layers;
- camera data defaults, and a Volume and profile imported from a Unity scene. 38 scenarios pass in both runs.
- GPU tests cover the tone curves against their CPU model, exposure, saturation, bloom (and its threshold) and vignette. An MCP e2e test covers a scripted Volume darkening a camera, and post-processing turned off.
- Not yet: Post Processing Stack v2 (built-in pipeline), anti-aliasing, the data-only effects, HDR output, post-processing with camera stacking, and inline Volume profiles in MCP scenes.
- Next: particles (
ParticleSystemsubset).
Phase 5 · Slice 13 ·