Version: 2019.4
GUI Layer (Legacy)
Anti-aliasing

Post-processing

Post-processing applies full-screen filters and effects to a camera’s image buffer before the image appears on screen. It can drastically improve the visuals of your application with little set-up time. You can use post-processing effects to simulate physical camera and film properties.

This section of the manual gives an overview of the post-processing effects that are available in Unity. For specific information on how to use these post-processing effects, follow the links on each page.

Using post-processing

Las imágenes a continuación muestran una escena con y sin post-procesamiento.

Scene with no post-processing
Scene with no post-processing
Scene with post-processing
Scene with post-processing

Post-processing and render pipelines

Which post-processing effects are available and how you apply them depend on which render pipeline you are using. A post-processing solution from one render pipeline is not compatible with other render pipelines.

Render pipeline Post-processing support
Built-in Render Pipeline The Built-in Render Pipeline does not include a post-processing solution by default. To use post-processing effects with the Built-in Render Pipeline, download the Post-Processing Version 2 package. For information on using post-processing effects in the Built-in Render Pipeline, see the Post-Processing Version 2 documentation.
Universal Render Pipeline (URP) URP includes its own post-processing solution, which Unity installs when you create a Project using a URP Template. For information on using post-processing effects in URP, see the URP post-processing documentation.
High Definition Render Pipeline (HDRP) HDRP includes its own post-processing solution, which Unity installs when you create a Project using an HDRP Template. For information on using post-processing effects in HDRP, see the HDRP post-processing documentation.

Note: Post processing stack version 1 is now deprecated and should not be used.

GUI Layer (Legacy)
Anti-aliasing
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