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internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs b/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs index 18cf1927917..29e1edff05e 100644 --- a/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs +++ b/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs @@ -25,7 +25,7 @@ public sealed class VolumeManager /// A reference to the main . /// /// - public VolumeStack stack { get; private set; } + public VolumeStack stack { get; set; } /// /// The current list of all available types that derive from . @@ -62,6 +62,11 @@ public IEnumerable baseComponentTypes // Recycled list used for volume traversal readonly List m_TempColliders; + // The default stack the volume manager uses. + // We cache this as users able to change the stack through code and + // we want to be able to switch to the default one through the ResetMainStack() function. + VolumeStack m_DefaultStack = null; + VolumeManager() { m_SortedVolumes = new Dictionary>(); @@ -72,7 +77,8 @@ public IEnumerable baseComponentTypes ReloadBaseTypes(); - stack = CreateStack(); + m_DefaultStack = CreateStack(); + stack = m_DefaultStack; } /// @@ -89,6 +95,15 @@ public VolumeStack CreateStack() return stack; } + /// + /// Resets the main stack to be the default one. + /// Call this function if you've assigned the main stack to something other than the default one. + /// + public void ResetMainStack() + { + stack = m_DefaultStack; + } + /// /// Destroy a Volume Stack /// diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index ed4ba69d342..0eb78563b75 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -23,6 +23,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added a new UI for Render Pipeline Converters. Used now for Built-in to Universal conversion. - Added sections on Light Inspector. - Reorder camera inspector to be in the same order as HDRP. +- Added support for controlling Volume Framework Update Frequency in UI on Cameras and URP Asset as well as through scripting. ### Changed - Moved fog evaluation from vertex shader to pixel shader. This improves rendering of fog for big triangles and fog quality. This can change the look of the fog slightly. diff --git a/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Drawers.cs b/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Drawers.cs index a93e9b47558..744ecc7ecb2 100644 --- a/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Drawers.cs +++ b/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Drawers.cs @@ -29,8 +29,13 @@ internal enum BackgroundType ) ), CED.Group( - CameraUI.Environment.Drawer_Environment_VolumeLayerMask, - Drawer_Environment_VolumeTrigger + Styles.volumesSettingsText, + CED.Group( + GroupOption.Indent, + Drawer_Environment_VolumeUpdate, + CameraUI.Environment.Drawer_Environment_VolumeLayerMask, + Drawer_Environment_VolumeTrigger + ) ) ); @@ -95,6 +100,21 @@ static void Drawer_Environment_ClearFlags(UniversalRenderPipelineSerializedCamer EditorGUI.showMixedValue = false; } + static void Drawer_Environment_VolumeUpdate(UniversalRenderPipelineSerializedCamera p, Editor owner) + { + EditorGUI.BeginChangeCheck(); + VolumeFrameworkUpdateMode prevVolumeUpdateMode = (VolumeFrameworkUpdateMode)p.volumeFrameworkUpdateMode.intValue; + EditorGUILayout.PropertyField(p.volumeFrameworkUpdateMode, Styles.volumeUpdates); + if (EditorGUI.EndChangeCheck()) + { + if (p.serializedObject.targetObject is not Camera cam) + return; + + VolumeFrameworkUpdateMode curVolumeUpdateMode = (VolumeFrameworkUpdateMode)p.volumeFrameworkUpdateMode.intValue; + cam.SetVolumeFrameworkUpdateMode(curVolumeUpdateMode); + } + } + static void Drawer_Environment_VolumeTrigger(UniversalRenderPipelineSerializedCamera p, Editor owner) { var controlRect = EditorGUILayout.GetControlRect(true); diff --git a/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs b/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs index 8fce22f5845..670ddfb9c2d 100644 --- a/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs +++ b/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs @@ -9,7 +9,9 @@ public partial class Environment public class Styles { public static GUIContent backgroundType = EditorGUIUtility.TrTextContent("Background Type", "Controls how to initialize the Camera's background.\n\nSkybox initializes camera with Skybox, defaulting to a background color if no skybox is found.\n\nSolid Color initializes background with the background color.\n\nUninitialized has undefined values for the camera background. Use this only if you are rendering all pixels in the Camera's view."); + public static GUIContent volumesSettingsText = EditorGUIUtility.TrTextContent("Volumes", "These settings define how Volumes affect this Camera."); public static GUIContent volumeTrigger = EditorGUIUtility.TrTextContent("Volume Trigger", "A transform that will act as a trigger for volume blending. If none is set, the camera itself will act as a trigger."); + public static GUIContent volumeUpdates = EditorGUIUtility.TrTextContent("Update Mode", "Select how Unity updates Volumes: every frame or when triggered via scripting. In the Editor, Unity updates Volumes every frame when not in the Play mode."); } } } diff --git a/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs b/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs index 80fcfbcab65..5718908d258 100644 --- a/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs +++ b/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs @@ -24,8 +24,8 @@ public class Styles public static GUIContent rendererType = EditorGUIUtility.TrTextContent("Renderer", "Controls which renderer this camera uses."); - public static GUIContent volumeLayerMask = EditorGUIUtility.TrTextContent("Volume Mask", "This camera will only be affected by volumes in the selected scene-layers."); - public static GUIContent volumeTrigger = EditorGUIUtility.TrTextContent("Volume Trigger", "A transform that will act as a trigger for volume blending. If none is set, the camera itself will act as a trigger."); + public static GUIContent volumeLayerMask = EditorGUIUtility.TrTextContent("Mask", "This Camera is only affected by Volumes in the Layers that are assigned to the Camera."); + public static GUIContent volumeTrigger = EditorGUIUtility.TrTextContent("Trigger", "A Transform component that acts as a trigger for Volume blending. If none is set, the Camera itself acts as a trigger."); public static GUIContent renderPostProcessing = EditorGUIUtility.TrTextContent("Post Processing", "Enable this to make this camera render post-processing effects."); public static GUIContent antialiasing = EditorGUIUtility.TrTextContent("Anti-aliasing", "The anti-aliasing method to use."); diff --git a/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineSerializedCamera.cs b/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineSerializedCamera.cs index 0f763bf128d..b4fe3685974 100644 --- a/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineSerializedCamera.cs +++ b/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineSerializedCamera.cs @@ -29,6 +29,7 @@ class UniversalRenderPipelineSerializedCamera : ISerializedCamera public SerializedProperty cameraType { get; } public SerializedProperty cameras { get; set; } public SerializedProperty volumeTrigger { get; } + public SerializedProperty volumeFrameworkUpdateMode { get; } public SerializedProperty renderPostProcessing { get; } public SerializedProperty antialiasingQuality { get; } #if ENABLE_VR && ENABLE_XR_MODULE @@ -81,6 +82,7 @@ public UniversalRenderPipelineSerializedCamera(SerializedObject serializedObject renderer = serializedAdditionalDataObject.FindProperty("m_RendererIndex"); volumeLayerMask = serializedAdditionalDataObject.FindProperty("m_VolumeLayerMask"); volumeTrigger = serializedAdditionalDataObject.FindProperty("m_VolumeTrigger"); + volumeFrameworkUpdateMode = serializedAdditionalDataObject.FindProperty("m_VolumeFrameworkUpdateModeOption"); renderPostProcessing = serializedAdditionalDataObject.FindProperty("m_RenderPostProcessing"); antialiasingQuality = serializedAdditionalDataObject.FindProperty("m_AntialiasingQuality"); cameraType = serializedAdditionalDataObject.FindProperty("m_CameraType"); diff --git a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs index 7326b69fed5..96e7dc6c03c 100644 --- a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs @@ -83,6 +83,7 @@ internal class Styles public static GUIContent debugLevel = EditorGUIUtility.TrTextContent("Debug Level", "Controls the level of debug information generated by the render pipeline. When Profiling is selected, the pipeline provides detailed profiling tags."); public static GUIContent shaderVariantLogLevel = EditorGUIUtility.TrTextContent("Shader Variant Log Level", "Controls the level logging in of shader variants information is outputted when a build is performed. Information will appear in the Unity console when the build finishes."); public static GUIContent storeActionsOptimizationText = EditorGUIUtility.TrTextContent("Store Actions", "Sets the store actions policy on tile based GPUs. Affects render targets memory usage and will impact performance."); + public static GUIContent volumeFrameworkUpdateMode = EditorGUIUtility.TrTextContent("Volume Update Mode", "Select how Unity updates Volumes: every frame or when triggered via scripting. In the Editor, Unity updates Volumes every frame when not in the Play mode."); // Adaptive performance settings public static GUIContent useAdaptivePerformance = EditorGUIUtility.TrTextContent("Use adaptive performance", "Allows Adaptive Performance to adjust rendering quality during runtime"); @@ -103,6 +104,7 @@ internal class Styles // Dropdown menu options public static string[] mainLightOptions = { "Disabled", "Per Pixel" }; + public static string[] volumeFrameworkUpdateOptions = { "Every Frame", "Via Scripting" }; public static string[] opaqueDownsamplingOptions = {"None", "2x (Bilinear)", "4x (Box)", "4x (Bilinear)"}; } @@ -162,6 +164,7 @@ internal class Styles SerializedProperty m_DebugLevelProp; SerializedProperty m_ShaderVariantLogLevel; + SerializedProperty m_VolumeFrameworkUpdateModeProp; SerializedProperty m_ColorGradingMode; SerializedProperty m_ColorGradingLutSize; @@ -246,6 +249,7 @@ void OnEnable() m_DebugLevelProp = serializedObject.FindProperty("m_DebugLevel"); m_ShaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel"); + m_VolumeFrameworkUpdateModeProp = serializedObject.FindProperty("m_VolumeFrameworkUpdateMode"); m_StoreActionsOptimizationProperty = serializedObject.FindProperty("m_StoreActionsOptimization"); @@ -645,6 +649,7 @@ void DrawAdvancedSettings() EditorGUILayout.PropertyField(m_DebugLevelProp, Styles.debugLevel); EditorGUILayout.PropertyField(m_ShaderVariantLogLevel, Styles.shaderVariantLogLevel); EditorGUILayout.PropertyField(m_StoreActionsOptimizationProperty, Styles.storeActionsOptimizationText); + CoreEditorUtils.DrawPopup(Styles.volumeFrameworkUpdateMode, m_VolumeFrameworkUpdateModeProp, Styles.volumeFrameworkUpdateOptions); EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.Space(); diff --git a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs index 3815a000996..1094f9296b7 100644 --- a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs +++ b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs @@ -101,6 +101,19 @@ public enum StoreActionsOptimization Store } + /// + /// Defines the update frequency for the Volume Framework. + /// + public enum VolumeFrameworkUpdateMode + { + [InspectorName("Every Frame")] + EveryFrame = 0, + [InspectorName("Via Scripting")] + ViaScripting = 1, + [InspectorName("Use Pipeline Settings")] + UsePipelineSettings = 2, + } + [ExcludeFromPreset] public partial class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerializationCallbackReceiver { @@ -202,6 +215,7 @@ public partial class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerial [SerializeField] ShadowResolution m_ShadowAtlasResolution = ShadowResolution._256; [SerializeField] ShaderVariantLogLevel m_ShaderVariantLogLevel = ShaderVariantLogLevel.Disabled; + [SerializeField] VolumeFrameworkUpdateMode m_VolumeFrameworkUpdateMode = VolumeFrameworkUpdateMode.EveryFrame; // Note: A lut size of 16^3 is barely usable with the HDR grading mode. 32 should be the // minimum, the lut being encoded in log. Lower sizes would work better with an additional @@ -776,6 +790,11 @@ public ShaderVariantLogLevel shaderVariantLogLevel set { m_ShaderVariantLogLevel = value; } } + /// + /// Returns the selected update mode for volumes. + /// + public VolumeFrameworkUpdateMode volumeFrameworkUpdateMode => m_VolumeFrameworkUpdateMode; + [Obsolete("PipelineDebugLevel is deprecated. Calling debugLevel is not necessary.", false)] public PipelineDebugLevel debugLevel { diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs b/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs index 45f00b21189..1e923cd403d 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs @@ -3,8 +3,7 @@ using System.Linq; using UnityEditor; using UnityEngine.Serialization; -using UnityEngine.Rendering; -using System.ComponentModel; +using UnityEngine.Assertions; namespace UnityEngine.Rendering.Universal { @@ -76,7 +75,7 @@ public static class CameraExtensions /// This method returns the additional data component for the given camera or create one if it doesn't exists yet. /// /// - /// The UniversalAdditinalCameraData for this camera. + /// The UniversalAdditionalCameraData for this camera. /// public static UniversalAdditionalCameraData GetUniversalAdditionalCameraData(this Camera camera) { @@ -87,6 +86,113 @@ public static UniversalAdditionalCameraData GetUniversalAdditionalCameraData(thi return cameraData; } + + /// + /// Returns the VolumeFrameworkUpdateMode set on the camera. + /// + /// + /// + public static VolumeFrameworkUpdateMode GetVolumeFrameworkUpdateMode(this Camera camera) + { + UniversalAdditionalCameraData cameraData = camera.GetUniversalAdditionalCameraData(); + return cameraData.volumeFrameworkUpdateMode; + } + + /// + /// Sets the VolumeFrameworkUpdateMode for the camera. + /// + /// + /// + public static void SetVolumeFrameworkUpdateMode(this Camera camera, VolumeFrameworkUpdateMode mode) + { + UniversalAdditionalCameraData cameraData = camera.GetUniversalAdditionalCameraData(); + if (cameraData.volumeFrameworkUpdateMode == mode) + { + return; + } + + cameraData.volumeFrameworkUpdateMode = mode; + + // We only update the local volume stacks for cameras set to ViaScripting. + // Otherwise it will be updated in every frame. + if (!cameraData.requiresVolumeFrameworkUpdate) + { + camera.UpdateVolumeStack(cameraData); + } + } + + /// + /// Updates the volume stack for this camera. + /// This function will only update the stack when the camera has VolumeFrameworkUpdateMode set to ViaScripting + /// or when it set to UsePipelineSettings and the update mode on the Render Pipeline Asset is set to ViaScripting. + /// + /// + public static void UpdateVolumeStack(this Camera camera) + { + UniversalAdditionalCameraData cameraData = camera.GetUniversalAdditionalCameraData(); + camera.UpdateVolumeStack(cameraData); + } + + /// + /// Updates the volume stack for this camera. + /// This function will only update the stack when the camera has ViaScripting selected or if + /// the camera is set to UsePipelineSettings and the Render Pipeline Asset is set to ViaScripting. + /// + /// + /// + public static void UpdateVolumeStack(this Camera camera, UniversalAdditionalCameraData cameraData) + { + Assert.IsNotNull(cameraData, "cameraData can not be null when updating the volume stack."); + + // We only update the local volume stacks for cameras set to ViaScripting. + // Otherwise it will be updated in the frame. + if (cameraData.requiresVolumeFrameworkUpdate) + { + return; + } + + // Create stack for camera + if (cameraData.volumeStack == null) + { + cameraData.volumeStack = VolumeManager.instance.CreateStack(); + } + + camera.GetVolumeLayerMaskAndTrigger(cameraData, out LayerMask layerMask, out Transform trigger); + VolumeManager.instance.Update(cameraData.volumeStack, trigger, layerMask); + } + + /// + /// Returns the mask and trigger assigned for volumes on the camera. + /// + /// + /// + /// + /// + internal static void GetVolumeLayerMaskAndTrigger(this Camera camera, UniversalAdditionalCameraData cameraData, out LayerMask layerMask, out Transform trigger) + { + // Default values when there's no additional camera data available + layerMask = 1; // "Default" + trigger = camera.transform; + + if (cameraData != null) + { + layerMask = cameraData.volumeLayerMask; + trigger = (cameraData.volumeTrigger != null) ? cameraData.volumeTrigger : trigger; + } + else if (camera.cameraType == CameraType.SceneView) + { + // Try to mirror the MainCamera volume layer mask for the scene view - do not mirror the target + var mainCamera = Camera.main; + UniversalAdditionalCameraData mainAdditionalCameraData = null; + + if (mainCamera != null && mainCamera.TryGetComponent(out mainAdditionalCameraData)) + { + layerMask = mainAdditionalCameraData.volumeLayerMask; + } + + trigger = (mainAdditionalCameraData != null && mainAdditionalCameraData.volumeTrigger != null) ? mainAdditionalCameraData.volumeTrigger : trigger; + } + } } static class CameraTypeUtility @@ -122,6 +228,7 @@ public class UniversalAdditionalCameraData : MonoBehaviour, ISerializationCallba [SerializeField] LayerMask m_VolumeLayerMask = 1; // "Default" [SerializeField] Transform m_VolumeTrigger = null; + [SerializeField] VolumeFrameworkUpdateMode m_VolumeFrameworkUpdateModeOption = VolumeFrameworkUpdateMode.UsePipelineSettings; [SerializeField] bool m_RenderPostProcessing = false; [SerializeField] AntialiasingMode m_Antialiasing = AntialiasingMode.None; @@ -331,18 +438,59 @@ public void SetRenderer(int index) m_RendererIndex = index; } + /// + /// Returns the selected scene-layers affecting this camera. + /// public LayerMask volumeLayerMask { get => m_VolumeLayerMask; set => m_VolumeLayerMask = value; } + /// + /// Returns the Transform that acts as a trigger for Volume blending. + /// public Transform volumeTrigger { get => m_VolumeTrigger; set => m_VolumeTrigger = value; } + /// + /// Returns the selected mode for Volume Frame Updates. + /// + internal VolumeFrameworkUpdateMode volumeFrameworkUpdateMode + { + get => m_VolumeFrameworkUpdateModeOption; + set => m_VolumeFrameworkUpdateModeOption = value; + } + + /// + /// Returns true if this camera requires the volume framework to be updated every frame. + /// + public bool requiresVolumeFrameworkUpdate + { + get + { + if (m_VolumeFrameworkUpdateModeOption == VolumeFrameworkUpdateMode.UsePipelineSettings) + { + return UniversalRenderPipeline.asset.volumeFrameworkUpdateMode != VolumeFrameworkUpdateMode.ViaScripting; + } + + return m_VolumeFrameworkUpdateModeOption == VolumeFrameworkUpdateMode.EveryFrame; + } + } + + /// + /// Returns the current volume stack used by this camera. + /// + VolumeStack m_VolumeStack = null; + public VolumeStack volumeStack + { + get => m_VolumeStack; + set => m_VolumeStack = value; + } + /// /// Returns true if this camera should render post-processing. /// @@ -372,12 +520,18 @@ public AntialiasingQuality antialiasingQuality set => m_AntialiasingQuality = value; } + /// + /// Returns true if this camera should automatically replace NaN/Inf in shaders by a black pixel to avoid breaking some effects. + /// public bool stopNaN { get => m_StopNaN; set => m_StopNaN = value; } + /// + /// Returns true if this camera applies 8-bit dithering to the final render to reduce color banding + /// public bool dithering { get => m_Dithering; diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index f6d78eb5bda..7535b66ee84 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -195,7 +195,7 @@ protected override void Dispose(bool disposing) } #if UNITY_2021_1_OR_NEWER - protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) + protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) { Render(renderContext, new List(cameras)); } @@ -609,29 +609,34 @@ static void UpdateVolumeFramework(Camera camera, UniversalAdditionalCameraData a { using var profScope = new ProfilingScope(null, ProfilingSampler.Get(URPProfileId.UpdateVolumeFramework)); - // Default values when there's no additional camera data available - LayerMask layerMask = 1; // "Default" - Transform trigger = camera.transform; + // We update the volume framework for: + // * All cameras in the editor when not in playmode + // * scene cameras + // * cameras with update mode set to EveryFrame + // * cameras with update mode set to UsePipelineSettings and the URP Asset set to EveryFrame + bool shouldUpdate = camera.cameraType == CameraType.SceneView; + shouldUpdate |= additionalCameraData != null && additionalCameraData.requiresVolumeFrameworkUpdate; - if (additionalCameraData != null) - { - layerMask = additionalCameraData.volumeLayerMask; - trigger = additionalCameraData.volumeTrigger != null - ? additionalCameraData.volumeTrigger - : trigger; - } - else if (camera.cameraType == CameraType.SceneView) - { - // Try to mirror the MainCamera volume layer mask for the scene view - do not mirror the target - var mainCamera = Camera.main; - UniversalAdditionalCameraData mainAdditionalCameraData = null; + #if UNITY_EDITOR + shouldUpdate |= Application.isPlaying == false; + #endif - if (mainCamera != null && mainCamera.TryGetComponent(out mainAdditionalCameraData)) - layerMask = mainAdditionalCameraData.volumeLayerMask; + // When we have volume updates per-frame disabled... + if (!shouldUpdate && additionalCameraData) + { + // Create a local volume stack and cache the state if it's null + if (additionalCameraData.volumeStack == null) + { + camera.UpdateVolumeStack(additionalCameraData); + } - trigger = mainAdditionalCameraData != null && mainAdditionalCameraData.volumeTrigger != null ? mainAdditionalCameraData.volumeTrigger : trigger; + VolumeManager.instance.stack = additionalCameraData.volumeStack; + return; } + // When we want to update the volumes every frame... + camera.GetVolumeLayerMaskAndTrigger(additionalCameraData, out LayerMask layerMask, out Transform trigger); + VolumeManager.instance.ResetMainStack(); VolumeManager.instance.Update(trigger, layerMask); }