Quick answer: Tick Post Processing on the Camera, ensure the Camera’s Volume Mask includes the Volume’s layer, set the Volume to Global (or position the Volume Trigger inside its bounds), and confirm priority. The Rendering Debugger’s Volume tab tells you which volume actually wins.
Bloom turned to max in the Volume Profile. Camera shows a flat un-glowing scene. URP and HDRP both have a four-step gauntlet between “set the value in the profile” and “see it on screen,” and the camera silently ignores you if any step is misconfigured.
The Symptom
You add a Volume, drop in a Volume Profile, override Bloom Intensity = 5. Game view: nothing changes. Other volumes in the scene work fine, or this volume works in some scenes and not others.
The Four Required Conditions
1. Post Processing enabled on the Camera. Inspector → Camera → Rendering → Post Processing checkbox. Without this, the camera renders without the post stack at all.
2. Volume Mask matches the Volume’s layer. Camera component → Volume Mask. The dropdown is a layer mask. The Volume GameObject’s layer must be in this mask. If you put the volume on the “PostProcessing” layer and the camera mask is “Default”, the volume is invisible to the camera.
3. Volume Trigger inside Volume bounds (Local volumes only). Camera component → Volume Trigger. By default this is the camera transform itself. The trigger position must be inside the Volume Collider for a Local volume to contribute. For Global volumes, the trigger is irrelevant — it always contributes.
4. Priority and weight. A higher-priority Global volume wins over a lower-priority Local volume. Bump priority on the one you want.
The Fastest Diagnosis
Window → Analysis → Rendering Debugger → Volume tab. Pick your camera. The panel lists every volume that contributes, with the resolved value and the winning source for every parameter. If your volume is missing entirely, condition 1, 2, or 3 is broken. If it is in the list but a different volume wins, condition 4 is the problem.
The Setup That Always Works
// Scene root
· PostFX Volume // layer = "PostProcessing"
Volume:
Mode: Global
Profile: ScenePostFX.asset
Priority: 10
// Camera
· Main Camera
Rendering:
Post Processing: true
Volume Mask: PostProcessing
Volume Trigger: (self)
HDRP Differences
HDRP has more layers of override. In addition to the Volume system, individual HDRP Volume Components (Exposure, etc.) have an “Override State” checkbox you must tick on each parameter you want the volume to actually push. The check next to the parameter name. Easy to miss; equally easy to forget.
Common Trap: Two Cameras
If your scene has both a UI camera and a 3D camera (camera stacking in URP), only the Base camera applies the volume stack. Overlay cameras pick up effects from the base. Make sure post-processing is on the Base camera, not on an Overlay.
“Post Processing checkbox. Volume Mask layer. Inside trigger or Global. Priority. The Rendering Debugger tells you which one is wrong.”
Related Issues
For Bloom too aggressive, see URP bloom intensity. For camera stacking depth issues, see camera stacking.
Four checks. Rendering Debugger settles every argument.