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    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 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.

    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.

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