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Struct · Ara

PostProcessVolume

A region whose post-processing overrides blend in as the camera approaches and enters it. Volumes apply in ascending priority (ties in entity ID order); each property one overrides moves toward its value by the volume's weight at the camera. Properties no volume overrides keep the engine defaults. Scenes saved with the former PostProcess component load as one global volume that overrides everything.

public struct PostProcessVolume : IComponent<PostProcessVolume>

Properties

TypeIndex

public static uint TypeIndex { get; }

Stable engine component index.

Fields

Shape

public VolumeShape Shape;

Where the volume applies: everywhere, or inside a box or sphere placed and sized by the entity's transform.

Default: "global".

BlendDistance

public float BlendDistance;

Distance outside the box or sphere over which the volume fades out; 0 is a hard edge.

Unit: m. Range: [0, 1000]. Default: 0.

Priority

public float Priority;

Order among overlapping volumes: higher priorities apply after, and over, lower ones.

Range: [-1000, 1000]. Default: 0.

Weight

public float Weight;

Overall strength of the volume's overrides, from 0 (none) to 1 (full).

Range: [0, 1]. Default: 1.

Overrides

public PostOverride[] Overrides;

The settings this volume changes, one entry per group. Anything not listed comes from lower-priority volumes or the defaults.

Default: [].

Methods

Access

public static ref PostProcessVolume Access(Entity entity, bool write);

No description yet.

Insert

public static void Insert(in Commands commands, Entity entity, in PostProcessVolume value);

No description yet.

Contains

public static bool Contains(Entity entity);

No description yet.