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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.

    How to configure post-processing effects in URP

    This section describes how to configure Post-processing in URP.

    Using post-processing in the URP Template Scene

    Post-processing is preconfigured in the SampleScene Scene in URP Template.

    To see the preconfigured effects, select Post-process Volume in the Scene.

    Add post-processing effects to the Camera by adding Volume Overrides to the Volume component.

    To add extra effects, add Volume Overrides to the Volume.

    To configure location-based post-processing effects, see How to use Local Volumes.

    Configuring post-processing in a new URP Scene

    To configure post-processing in a new Scene:

    1. Select a Camera, and select the Post Processing check box.

      Select a Camera, select the Post Processing check box.

    2. Add a GameObject with a Volume component in the Scene. This instruction adds a Global Volume. Select GameObject > Volume > Global Volume.

    3. Select the Global Volume GameObject. In the Volume component, create a new Profile by clicking New button on the right side of the Profile property.

      Create new Profile.

    4. Add post-processing effects to the Camera by adding Volume Overrides to the Volume component.

      Add post-processing effects to the Camera by adding Volume Overrides to the Volume component.

    Now you can adjust post-processing effect settings in Overrides in the Volume component.

    Editing post-processing effects using Overrides.

    To configure location-based post-processing effects, see How to use Local Volumes.

    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.

    In This Article
    • How to configure post-processing effects in URP
      • Using post-processing in the URP Template Scene
      • Configuring post-processing in a new URP Scene
    • Post-processing in URP for mobile devices
    • Post-processing in URP for VR
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