Post Processing in the Lightweight Render Pipeline | Lightweight RP | 6.9.2
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    Post Processing in the Lightweight Render Pipeline

    For post-processing, the Lightweight Render Pipeline (LWRP) uses the Unity Post Processing Stack version 2 (PPv2). This package is included by default in any project that has LWRP installed.

    For detailed information about steps to configure the post-processing, the effects that are included, how to use them, and how to debug issues, see the PPv2 documentation.

    Effects that LWRP does not support

    Most of the effects that come with PPv2 work with LWRP by default. However, when you use post-processing in LWRP, keep in mind that LWRP doesn’t support the following:

    • Motion Vector-based effects, including Motion Blur and Temporal Anti-aliasing.

    • Screen Space Reflections (SSR), because they require a G-Buffer and expensive rendering calculations. To be able to scale across hardware, LWRP doesn’t use SSR.

    • Compute-based effects by default, including Auto-exposure, Ambient Occlusion (MSVO) and Debug Monitors.

    Post-processing in LWRP for mobile devices

    Post-processing effects can take up a lot of frame time. If you’re using LWRP for mobile devices, these effects are the most “mobile-friendly” in the PPv2 stack:

    • Anti-aliasing (FXAA - Fast mode)
    • Bloom (Fast mode)
    • Chromatic Aberration (Fast mode)
    • Color Grading (with LDR)
    • Lens Distortion
    • Vignette

    Post-processing in LWRP for VR

    In VR apps, certain post-processing effects can cause nausea and disorientation. To reduce motion sickness on fast-paced or high-speed games, Unity recommends that you use the Vignette effect for VR.

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