In this recipe, similar to creating the postprocessing volume in both the URP and HDRP, we create an additional URP asset with a unique postprocessing profile, called PostProcessingHall.
Then, we added a volumetric effect called a vignette that creates the darker edges around the scene.
In the previous example, the postprocessing was set to global, so the effects were added to the whole scene. In this recipe, we only want to activate the effect when the character enters a specific location in the scenes. So, we created a Box Collider that triggers the vignette effect when the player's character enters the collider.