public void GetActiveVolumes()

in unity/Assets/PostProcessingV2/Runtime/PostProcessManager.cs [94:150]


        public void GetActiveVolumes(PostProcessLayer layer, List<PostProcessVolume> results, bool skipDisabled = true, bool skipZeroWeight = true)
        {
            // If no trigger is set, only global volumes will have influence
            int mask = layer.volumeLayer.value;
            var volumeTrigger = layer.volumeTrigger;
            bool onlyGlobal = volumeTrigger == null;
            var triggerPos = onlyGlobal ? Vector3.zero : volumeTrigger.position;

            // Sort the cached volume list(s) for the given layer mask if needed and return it
            var volumes = GrabVolumes(mask);

            // Traverse all volumes
            foreach (var volume in volumes)
            {
                // Skip disabled volumes and volumes without any data or weight
                if ((skipDisabled && !volume.enabled) || volume.profileRef == null || (skipZeroWeight && volume.weight <= 0f))
                    continue;

                // Global volume always have influence
                if (volume.isGlobal)
                {
                    results.Add(volume);
                    continue;
                }

                if (onlyGlobal)
                    continue;

                // If volume isn't global and has no collider, skip it as it's useless
                var colliders = m_TempColliders;
                volume.GetComponents(colliders);
                if (colliders.Count == 0)
                    continue;

                // Find closest distance to volume, 0 means it's inside it
                float closestDistanceSqr = float.PositiveInfinity;

                foreach (var collider in colliders)
                {
                    if (!collider.enabled)
                        continue;

                    var closestPoint = collider.ClosestPoint(triggerPos); // 5.6-only API
                    var d = ((closestPoint - triggerPos) / 2f).sqrMagnitude;

                    if (d < closestDistanceSqr)
                        closestDistanceSqr = d;
                }

                colliders.Clear();
                float blendDistSqr = volume.blendDistance * volume.blendDistance;

                // Check for influence
                if (closestDistanceSqr <= blendDistSqr)
                    results.Add(volume);
            }
        }