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Post-processing in the Universal Render Pipeline

The Universal Render Pipeline (URP) includes an integrated implementation of post-processing 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 package.

URP uses the Volume framework for post-processing effects.

The images below show a Scene with and without URP post-processing.

Without post-processing:

With post-processing:

Note: URP does not support Post-processing on OpenGL ES 2.0.

How to configure post-processing effects in URP

This section describes how to configure Post-processing in URP.

Using post-processing in the URP Template Scene

Post-processing is preconfigured in the SampleScene Scene in URP Template.

To see the preconfigured effects, select Post-process Volume in the Scene.

Add post-processing effects to the Camera by adding Volume Overrides to the Volume component.

To add extra effects, add Volume Overrides to the Volume.

To configure location-based post-processing effects, see How to use Local Volumes.

Configuring post-processing in a new URP Scene

To configure post-processing in a new Scene:

  1. Select a Camera, and select the Post Processing check box.

    Select a Camera, select the Post Processing check box.

  2. Add a GameObject with a Volume component in the Scene. This instruction adds a Global Volume. Select GameObject > Volume > Global Volume.

  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.

    Create new Profile.

  4. Add post-processing effects to the Camera by adding Volume Overrides to the Volume component.

    Add post-processing effects to the Camera by adding Volume Overrides to the Volume component.

Now you can adjust post-processing effect settings in Overrides in the Volume component.

Editing post-processing effects using Overrides.

To configure location-based post-processing effects, see How to use Local Volumes.

Post-processing in URP for mobile devices

Post-processing effects can take up a lot of frame time. If youre using URP for mobile devices, these effects are the most “mobile-friendly” by default:

  • Bloom (with High Quality Filtering disabled)
  • Chromatic Aberration
  • Color Grading
  • Lens Distortion
  • Vignette

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.

Note: For anti-aliasing on mobile platforms, Unity recommends that you use FXAA.

Post-processing in URP for VR

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.