# Understand execution order The following diagram shows the order in which the High Definition Render Pipeline (HDRP) executes render passes. For more information about injection points, refer to [injection points](Custom-Pass-Injection-Points.md). ![](Images/HDRP-frame-graph-diagram.png) ## Post-processing effect execution order The post-processing system in HDRP applies post-processing effects in a specific order. The system also combines some effects into the same compute shader stack to minimize the number of passes. ### Execution order and effect grouping HDRP executes post processing effects in the following order, from top to bottom. | Post-processing passes | Compute shader stack | Final post-processing pass | | -------------------------------------------------- | --------------------- | -------------------------- | | NaN Killer | | | | Anti-aliasing (TAA, SMAA) | | | | Depth of Field | | | | Motion Blur | | | | Panini Projection | | | | Bloom (Pyramid) | | | | Color Grading (LUT Baking) | | | | Screen Space Lens Flare (written in bloom texture) | | | | Data driven lens flare | | | | | Lens Distortion | | | | Chromatic Aberration | | | | Bloom (Apply) | | | | Vignette | | | | Color Grading (Apply) | | | | | Antialiasing (FXAA) | | | | Film Grain | | | | 8-bit Dithering |