Post Processing in the Universal Render Pipeline
For post-processing, the Universal Render Pipeline (UniversalRP) uses the Unity Post Processing Stack version 2 (PPv2). This package is included by default in any project that has UniversalRP 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 UniversalRP does not support
Most of the effects that come with PPv2 work with UniversalRP by default. However, when you use post-processing in UniversalRP, keep in mind that UniversalRP 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, UniversalRP doesn’t use SSR.
- Compute-based effects by default, including Auto-exposure, Ambient Occlusion (MSVO) and Debug Monitors. You can use these effects in UniversalRP, but only if your target hardware supports Compute Shaders. If your target hardware does not support compute shaders, Unity disables the post-processing effect at run time.
Post-processing in UniversalRP for mobile devices
Post-processing effects can take up a lot of frame time. If you’re using UniversalRP 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
Post-processing in UniversalRP 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.