# 1. URP Volumes and Profiles
Part of [[Post-Processing]]. Next: [[2. URP Effect Catalog]].
> [!note] Verification status
> Setup steps follow the 6000.5 "Set up a volume in URP" page (Default Volume path, quality-level volume on the URP asset, GameObject > Volume, Box Volume example with a trigger collider, Priority). **Not click-verified in an Editor.**
## 1.1 Three layers of volume
URP evaluates volumes in a stack. You will almost always use all three, whether you meant to or not:
1. **Default Volume** — **Project Settings > Graphics > URP > Default Volume Profile**. Out of the box this references a profile (the docs name `DefaultVolumeProfile`) that *lists all possible overrides*. You can change properties; the 6000.5 page says you cannot disable or remove those default overrides. You may assign a different profile. If you delete it, URP reassigns the default.
2. **Quality-level global volume** — **Project Settings > Quality**, select a level, open the URP asset, and find **Volumes**. This is how "High" gets a bit of bloom and "Quest" gets almost none.
3. **Scene volumes** — GameObjects with a **Volume** component and a **Volume Profile** asset. **Global** volumes affect the camera everywhere. **Local** volumes affect the camera when it is inside their trigger collider.
The camera you look through is the camera that is tested against local volumes (in VR, the XR camera / rig camera — not a scene-view camera).
## 1.2 Add a scene volume
**GameObject > Volume** and pick a volume type. The official worked path for a *local* effect:
1. **GameObject > Volume > Box Volume**.
2. Select it. On the Volume component, click **New** to create a Volume Profile asset (save it under `Assets/Settings/Volumes/`).
3. **Add Override** and pick an effect (part 2).
4. On the **Box Collider**, set Size and Center so it covers the place (the cave mouth, the water volume, the altar). Enable **Is Trigger**.
5. If other volumes compete, raise **Priority** so this one wins.
Also set **Weight** (0-1, how much this volume contributes) and, on local volumes, **Blend Distance** — a margin outside the collider where the effect fades in. A zero blend distance is a pop; a large one is a mood you walk into.
Global volumes have no collider test. Use one per scene for "this level's grade," and keep local volumes for places and gameplay states.
## 1.3 Profiles are assets
A Volume Profile is a project asset. Several volumes can share one profile (the "cave look" reused in three caves). Changing a *shared* profile changes every user — good for art direction, bad if a runtime script mutates it in Play Mode and dirties the asset (part 4).
Name profiles after a look or a state: `Look.Overcast`, `Look.Cave`, `State.LowHealth`. Put them in source control ([[Version Control]]); they are YAML and merge reasonably if you do not fight over the same override.
## 1.4 Teaching order
1. Set a subtle global grade on the scene volume (Tonemapping + Color Adjustments + a little Bloom).
2. Walk into a Box Volume with a different White Balance / Vignette and a blend distance you can *feel*.
3. Only then script a volume's weight (part 4).
If you start with five stacked local volumes and a default profile you have never opened, every screenshot will look like a different game.
## Official docs
- Volumes landing: https://docs.unity.com/en-us/engine/6000.5/manual/post-processing-and-full-screen-effects/urp/volumes-landing-page
- Set up a volume: https://docs.unity.com/en-us/engine/6000.5/manual/post-processing-and-full-screen-effects/urp/volumes-landing-page/set-up-a-volume