using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; public class VignetteBreathing : MonoBehaviour { [SerializeField] public Volume postProcessingVolume; private Vignette vignette; [SerializeField] public AnimationCurve intensityCurve; // Assign in Inspector public float cycleDuration = 3f; // Time for one full cycle void Start() { if (postProcessingVolume.profile.TryGet(out vignette)) { Debug.Log("Vignette found!"); } } void Update() { if (vignette != null) { float t = (Time.time % cycleDuration) / cycleDuration; // Loop 0-1 over time vignette.intensity.Override(intensityCurve.Evaluate(t)); } } }