The Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (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
See in Glossary 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 sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary with and without URP post-processing:
Note: URP does not support Post-processing on OpenGL ES 2.0.
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:
Note: For depth-of field, Unity recommends that you use Gaussian Depth of FieldA post-processing effect that simulates the focus properties of a camera lens. More info
See in Glossary for lower-end devices. For console and desktop platforms, use Bokeh Depth of Field.
In VRVirtual Reality More info
See in Glossary 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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