Version: Unity 6.5 (6000.5)
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On-tile post-processing in URP

Learn about on-tile 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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in URP.

On-tile post-processing leverages tile-based GPUs to apply post-processing effects while the rendered image data is in the GPU’s tile-based memory. On-tile post-processing enables you to use certain URP post-processing techniques, which otherwise you should avoid.

Refer to the following sections to learn about on-tile post processing.

Introduction to on-tile post-processing

On non-tile-based GPUs, post-processing effects are applied after the entire frame is rendered and stored in the framebuffer. With tile-based GPUs, Unity recommends that you don’t enable post-processing techniques without on-tile post-processing. Without on-tile post-processing enabled, post-processing adds intermediate textures which you should avoid because they can decrease performance of your application.

With on-tile post-processing, post-processing effects are applied per-tile, before the tile is moved to the framebuffer in the main memory. This can reduce GPU bandwidth usage which reduces energy usage on tile-based GPUs, because the tile is only stored in its processed state. On-tile post-processing enables you to use supported post-processing techniques in your URP project, and improve the graphics in your application.

The URP on-tile post-processing feature is available as a Renderer Feature. To learn more about renderer features, refer to Add a Renderer Feature to a URP Renderer.

Requirements

To use on-tile post-processing your project must meet the following requirements:

  • Use Unity 6.5 or newer. For untethered XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
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    projects, use Unity 6.3 or newer.
  • Use the Universal Render Pipeline.
  • Disable integrated URP post-processing.

Supported post-processing techniques

The following URP post-processing techniques support on-tile post-processing:

  • Color grading
  • Vignette
  • Tonemapping
  • Dithering
  • Film Grain

Enable on-tile post-processing

Tip: Before you enable on-tile post-processing on device, Unity recommends that you Use the Render Graph Viewer to check render passes.

To enable on-tile post-processing in your project:

  1. Open your URP Renderer in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
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    window.

  2. Ensure Post-processing is disabled.

  3. Optional: Enable Tile-Only Mode.

    For maximum performance benefits, enable on-tile rendering. Without on-tile rendering enabled, on-tile post-processing uses a texture sampling fallback method. This method produces visually identical results but doesn’t provide performance benefits.

  4. Under Renderer Features, enable On Tile Post Processing.

On-tile post-processing highlighted in the Inspector window.
On-tile post-processing highlighted in the Inspector window.

When you enable on-tile post-processing, any supported post-processing techniques you enable in your project will be applied on-tile on the target device. Enabling on-tile post-processing doesn’t enable any post-processing technique automatically, and you must enable each technique.

Note: When you enable on-tile post-processing, Unity will display a warning that post-processing is disabled on the current URP renderer. You can safely ignore this message.

Additional resources

Add post-processing in URP
Volumes in URP