Using Multiple Post Processing Profiles and Reflection Probes

Andrea Alicino
2 min readNov 29, 2022


As per the title, today, we are talking about how to use multiple post-process profiles simultaneously.
The engineers at Unity Technologies care a lot about their work and especially like to help their users. That means most of the work has already been done.

In a previous article, I talked about the reflection probe. I suggested being precise with its dimensions and respecting the size of the room.
It is advantageous when we want to create a larger room.
In my example, I work every time in one room, but if there is more than one room, it would be better to avoid reflections from one room being projected onto the other.
Besides, different rooms also mean different lighting. By now, we understand that proper lighting plays a role in the gameplay of a game.

So as far as the reflection probe is concerned, if you don’t want to find strange and unwanted effects, ensure you respect the edges of the rooms, you are creating.

When we create a Global Volume, we can add all kinds of effects that HDRP allows us to have and define the area in which the effects will be applied to the game camera.
In the same space, we can have more than one type of global volume. In addition, Unity allows us to switch between two global volumes. The blend function will enable us to manage a gradual or immediate transition if we set the parameter to zero.

I hope you found this article useful.
See you in the next article🚀.



Andrea Alicino

Unity developer and C# programmer. Currently looking for games industry employment.