Quick answer: Set the Local Volume’s Blend Distance to ~2–5 meters. Use a convex collider. Set Priority above the global volume. Volume Weight now ramps smoothly when entering and leaving the trigger.
Walk into a cave volume. Color grading slams to the dark preset in one frame. Players notice the cut. Blend Distance gives the system room to interpolate.
The Symptom
Local Volume effects (color grade, fog, exposure) snap on/off at the trigger boundary. No transition.
The Fix
Volume (Local):
Mode: Local
Blend Distance: 3.0 // meters of falloff outside the trigger
Weight: 1.0
Priority: 1 // above global = 0
Profile: CavePostFX
The volume’s contribution ramps from 0 (Blend Distance away) to 1 (inside the collider). Smooth blend.
Convex Collider
Add a BoxCollider, SphereCollider, or convex MeshCollider sized to the trigger region. Tick Is Trigger. Non-convex Mesh Colliders have no defined “inside” for volumes.
Priority Setup
Global volume Priority = 0. Local Volume Priority = 1+. Where they overlap, the higher Priority wins. Without this, the global may dominate even inside the trigger.
Verifying
Walk slowly across the boundary. Color grade should transition over the Blend Distance. Use Window → Analysis → Rendering Debugger → Volume to see live Weight values.
“Blend Distance for the falloff. Convex collider. Priority above global. Smooth.”
Related Issues
For Volume not applying, see Volume not applying. For vignette ultrawide, see vignette.
Falloff distance. Convex bounds. Smooth fade.