docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Post-processing effect execution order

    The post-processing system in the High Definition Render Pipeline applies post-processing effects in a specific order. The system also combines some effects into the same Compute Shader to minimize the number of passes.

    Execution order and effect grouping

    HDRP executes post processing effects in the following order, from top to bottom.

    Post-processing passes Compute shader stack Final post-processing pass
    NaN Killer
    Anti-aliasing (TAA, SMAA)
    Depth of Field
    Motion Blur
    Panini Projection
    Bloom (Pyramid)
    Color Grading (LUT Baking)
    Data driven lens flare
    Lens Distortion
    Chromatic Aberration
    Bloom (Apply)
    Vignette
    Color Grading (Apply)
    Antialiasing (FXAA)
    Film Grain
    8-bit Dithering
    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)