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PostProcessVolume: Camera-Based Effect Blending with Box, Sphere, and Infinite Modes

calendar_today May 20, 2026 schedule ~1 min read person PatrickJr verified 50

The PostProcessVolume component in s&box applies post-processing effects to cameras inside its volume. Effect components can be on the same GameObject or child GameObjects.

Volume Shapes

  • Box — rectangular region
  • Sphere — spherical region
  • Infinite — applies globally regardless of camera position
Infinite mode is useful for effects you want to fade in/out dynamically (e.g., film grain during radiation poisoning). Enable the volume and slide BlendWeight to control intensity.

Blending

The BlendDistance property controls how the effect fades in as the camera enters the volume. Further inside = stronger effect.

Setup Pattern

  1. Create a GameObject with PostProcessVolume component
  2. Add effect components (e.g., FilmGrain, Tonemapping) on the same or child GameObjects
  3. Configure volume shape and blend distance
  4. Effects automatically apply when any camera enters the volume

Dynamic Usage

CSHARP
// Fade radiation effect based on player health
var ppVolume = Components.Get<PostProcessVolume>();
ppVolume.BlendWeight = 1.0f - (health / maxHealth);

Editor Preview

When selected in the editor, the volume shows a preview of its effects. Disable Editor Preview on the component if this is distracting during level design.

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