53 lines
2.6 KiB
Markdown
53 lines
2.6 KiB
Markdown
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---
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uid: urp-integration-with-post-processing
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---
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# 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>Add post-processing to a new scene
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To add post-processing to a new scene:
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1. Select a Camera, then in the Inspector window enable **Post Processing**.
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2. Add a GameObject with a [Volume](Volumes.md) component in the scene. For example, select **GameObject** > **Volume** > **Global Volume**.
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3. Select the GameObject, then in the **Volume** component select **New** to create a new [Volume Profile](Volume-Profile.md).
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4. Select **Add Override**, then select a post-processing effect [Volume Override](VolumeOverrides.md), for example **Bloom**.
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Now you can use the Volume Override to enable and adjust the settings for the post-processing effect.
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> [!NOTE]
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> The GameObject which contains the volume and the camera you wish to apply post-processing to must be on the same Layer.
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Refer to [Understand Volumes](Volumes.md) for more information.
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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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