Using Multiple Post Processing Profiles and Reflection Probes
With larger environments, we don’t usually want one appearance for the whole space. We also don’t want a singular reflection probe, especially if rooms are completely separated by doors. Luckily, Unity can handle and blend both multiple Post Processing volumes and multiple Reflection Probes. Doing this, allows for much more diverse looks between different areas.
In the above scene, we have one large space. with a hallway entrance, and another short corridor through a separate door.
If we give each area a Reflection Probe, with an appropriate influence volume, we can capture more accurate reflections in each space without seeing things we shouldn’t.
We can also make use of our blend distances, to allow for multiple probes to be in view at once.
To do the same with Post Processing Volumes, we can still continue to have a global volume, especially to handle consistent elements. But we can also create localized Post Processing volumes based within different shapes.
For demonstration purposes, I created a box volume on one side of my main room.
I then threw in a few quick overrides to change the color, and blur the screen. It could be useful in a gameplay sense, especially if the volume followed the player, but I simply wanted an easily visible difference.
Similarly to Reflection Probes, we can alter the blend distance for either a sharper or more subtle approach into the volume!
Ultimately, multiple Post Processing Profiles and Reflection Probes, allow for a more dynamic aesthetic to our games, especially on larger scales, without needing to do anything crazy to our scene itself.