These are all the user-facing fields you'll see in the volume inspector. Post-processing in the Universal Render Pipeline The settings class holds the data for our effect. We need two classes, one to store settings data and another one to handle the rendering part logic. Because of how serialization works in Unity, you have to make sure that the file is named after your settings class name or it won't be serialized properly. Important : this code has to be stored in a file named Grayscale. We won't go over every detail here, consider it as an overview more than an in-depth tutorial. Note: this quick-start guide requires moderate knowledge of C and shader programming. Of course, all effects written against the framework will work out-of-the-box with volume blending, and unless you need loop-dependent features they'll also automatically work with upcoming Scriptable Render Pipelines! This framework allows you to write custom post-processing effects and plug them to the stack without having to modify the codebase.
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