Introduction to post-processing in URP
Learn how URP integrates post-processing through the Volume framework and how this differs from Post Processing Stack v2.
Read time 1 minuteLast updated 17 days ago
The Universal Render Pipeline (URP) includes an integrated implementation of post-processing effects. This implementation uses the volume framework for post-processing effects.
URP is not compatible with the Post Processing Stack v2 package.
The images below show a scene with and without URP post-processing:

A scene without post-processing

A scene with post-processing.
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
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.