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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.

Note
URP does not support Post-processing on OpenGL ES 2.0.

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.

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.