What problem does it solve? Setting up Unity's Scriptable Render Pipeline Volume framework involves repetitive editor work: creating VolumeProfile assets, adding global or local Volume GameObjects, and configuring component overrides with exact parameter names that vary between URP and HDRP. This Skill automates that entire workflow through structured skill calls. ## Core Features & Use Cases - Volume & Profile Management: Create VolumeProfile assets, spawn global or local Volume GameObjects, and assign profiles to existing volumes. - Component Override Control: Add, inspect, and remove VolumeComponent overrides, then set individual or batched parameter values using live component data. - Pipeline-Aware Queries: List the exact VolumeComponent types supported by the active render pipeline before assuming a component exists. - Use Case: While building a URP scene, ask the AI to create a global volume, add a Bloom override, and set its intensity — the Skill lists available components first, inspects real parameter names, and applies values without manual editor clicking. ## Quick Start Ask the AI to create a global volume with a new VolumeProfile and add a Bloom override with intensity set to 2 in the current Unity scene.