9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
75 lines
3.6 KiB
Markdown
75 lines
3.6 KiB
Markdown
# Post-processing in the Universal Render Pipeline
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The Universal Render Pipeline (URP) includes an integrated implementation of [post-processing](https://docs.unity3d.com/Manual/PostProcessingOverview.html) effects. If you use URP, it's not necessary to install an extra package for post-processing effects. URP is not compatible with the [Post Processing Stack v2](https://docs.unity3d.com/Packages/com.unity.postprocessing@latest/index.html) package.
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URP uses the [Volume](Volumes.md) framework for post-processing effects.
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The images below show a Scene with and without URP post-processing.
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Without post-processing:<br/>
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![](Images/AssetShots/Beauty/SceneWithoutPost.png)
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With post-processing:<br/>
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![](Images/AssetShots/Beauty/SceneWithPost.png)
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> **Note:** URP does not support Post-processing on OpenGL ES 2.0.
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## <a name="post-proc-how-to"></a>How to configure post-processing effects in URP
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This section describes how to configure Post-processing in URP.
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### Using post-processing in the URP Template Scene
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Post-processing is preconfigured in the SampleScene Scene in URP Template.
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To see the preconfigured effects, select **Post-process Volume** in the Scene.
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![Add post-processing effects to the Camera by adding Volume Overrides to the Volume component.](Images/post-proc/volume-with-post-proc.png)
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To add extra effects, [add Volume Overrides to the Volume](VolumeOverrides.md#volume-add-override).
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To configure location-based post-processing effects, see [How to use Local Volumes](Volumes.md#volume-local).
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### Configuring post-processing in a new URP Scene
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To configure post-processing in a new Scene:
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1. Select a Camera, and select the **Post Processing** check box.
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![Select a Camera, select the Post Processing check box.](Images/post-proc/camera-post-proc-check.png)
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2. Add a GameObject with a [Volume](Volumes.md) component in the Scene. This instruction adds a Global Volume. Select **GameObject > Volume > Global Volume**.
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3. Select the **Global Volume** GameObject. In the Volume component, create a new Profile by clicking **New** button on the right side of the Profile property.
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![Create new Profile.](Images/post-proc/volume-new-scene-new-profile.png)
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3. Add post-processing effects to the Camera by adding [Volume Overrides](VolumeOverrides.md#volume-add-override) to the Volume component.
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![Add post-processing effects to the Camera by adding Volume Overrides to the Volume component.](Images/post-proc/volume-new-scene-add-override.png)
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Now you can adjust post-processing effect settings in Overrides in the Volume component.
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![Editing post-processing effects using Overrides.](Images/post-proc/volume-new-scene-post-proc-from-scratch.png)
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To configure location-based post-processing effects, see [How to use Local Volumes](Volumes.md#volume-local).
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## Post-processing in URP for mobile devices
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Post-processing effects can take up a lot of frame time. If you’re using URP for mobile devices, these effects are the most “mobile-friendly” by default:
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- Bloom (with __High Quality Filtering__ disabled)
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- Chromatic Aberration
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- Color Grading
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- Lens Distortion
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- Vignette
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**Note:** For depth-of field, Unity recommends that you use Gaussian Depth of Field for lower-end devices. For console and desktop platforms, use Bokeh Depth of Field.
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**Note:** For anti-aliasing on mobile platforms, Unity recommends that you use FXAA.
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## Post-processing in URP for VR
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In VR apps and games, certain post-processing effects can cause nausea and disorientation. To reduce motion sickness in fast-paced or high-speed apps, use the Vignette effect for VR, and avoid the effects Lens Distortion, Chromatic Aberration, and Motion Blur for VR.
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