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simulatorDesign/Assets/Tutorials/Pages/VolumeFrameworkPage3.asset
2025-06-18 10:34:00 +09:00

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m_Untranslated: Local Volumes
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m_Untranslated: "In this scene, another Volume is used to control post-processing
effects inside the tent only. \n\n<b>Note:</b> Make sure the Gizmos are
toggled in the Scene view toolbar in order to visualize the GameObject
Icons and Colliders.\n\n1. In the <i>Hierarchy,</i> expand <b>Root</b>
> <b>Lighting</b> > <b>Tent.</b>\n\n2. Select the <b>Tent Volume</b> GameObject.\n\n3.
Notice the <b>Mode</b> is <b>Local</b> in the <i>Inspector</i>, and that
a <b>Box Collider</b> is also attached to this GameObject. The Volume Overrides
will therefore only affect the Camera if it is located within the Box Collider.\n\n4.
The higher <b>Post Exposure</b> in the <b>Color Adjustments</b> foldout
attempts to simulate the eye adaptation, by making the inside of the tent
brighter. The outside will therefore become overexposed.\n\n5. Experiment
with different <b>Post Exposure</b> values and move the camera in an out
of the tent.\n\n6. Undo your changes.\n\n\n<b>Expert tips</b>\n\nMultiple
Local Volumes can share the same Volume Profile asset. This is particularly
convenient if several parts of a Scene may share the same post-processing
effects, such as interiors."
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