# 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.

The Universal Render Pipeline (URP) includes an integrated implementation of [post-processing](https://docs.unity3d.com/Manual/PostProcessingOverview.html) effects. This implementation uses the [volume](/engine/6000.7/manual/post-processing-and-full-screen-effects/urp/volumes-landing-page/volumes.md) framework for post-processing effects.

URP is not compatible with the [Post Processing Stack v2](https://docs.unity3d.com/Packages/com.unity.postprocessing@latest/index.html) package.

The images below show a scene with and without URP post-processing:


**A scene without post-processing:**
![](/api/media?file=/engine/6000.7/media/images/SceneWithoutPost.png)


**A scene with post-processing.:**
![](/api/media?file=/engine/6000.7/media/images/SceneWithPost.png)

> **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.
