Version: Unity 7.0 Alpha (7000.0)
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Post-processing in URP
Add post-processing in URP

Introduction to post-processing in URP

The Universal Render Pipeline (URP) includes an integrated implementation of post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
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effects. This implementation uses the volume framework for post-processing effects.

URP is not compatible with the Post Processing Stack v2 package.

The images below show a scene with and without URP post-processing:

A scene without post-processing
A scene without post-processing
A scene with post-processing.
A scene with post-processing.

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

Post-processing in URP for mobile devices

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:

  • 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.

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.

Post-processing in URP
Add post-processing in URP
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