Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Documentation~/integration-with-post-processing.md
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urp-integration-with-post-processing

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.

Add post-processing to a new scene

To add post-processing to a new scene:

  1. Select a Camera, then in the Inspector window enable Post Processing.
  2. Add a GameObject with a Volume component in the scene. For example, select GameObject > Volume > Global Volume.
  3. Select the GameObject, then in the Volume component select New to create a new Volume Profile.
  4. Select Add Override, then select a post-processing effect Volume Override, for example Bloom.

Now you can use the Volume Override to enable and adjust the settings for the post-processing effect.

Note

The GameObject which contains the volume and the camera you wish to apply post-processing to must be on the same Layer.

Refer to Understand Volumes for more information.

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.