Apply different post processing effects to separate cameras in URP
Apply different post-processing setups to individual cameas within a scene.
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In the Universal Render Pipeline (URP) you can apply separate post processing effects to different cameras in the same scene.

The output of two cameras. Image A shows a camera with a Color Adjustment override. Image B shows the second camera with a Vignette override.
Set up your scene
To set up your scene for multiple post-processing effects on different cameras, use the following steps:
- Create multiple cameras in your scene (>GameObject
?
).Camera?
- Enable Post Processing on each camera.
- Create an empty GameObject for each separate post-processing effect you want.
- Add a volume component to each empty GameObject. To do this, select the GameObject and in the Inspector window select Add Component > Volume.
- Create a volume profile for each empty GameObject. In the GameObject's Volume component, go to the Profile property and select New.
- Create new layer for each post-processing effect. For more information, refer to Layers.
Apply different post processing effects to each camera
With the scene set up, the following steps show how to create and apply a post-processing effect to each camera in the scene.
- Select one of the GameObjects with a volume component and select Add Override.
- Choose a post-processing effect from the dropdown.
- Select the Layer dropdown and choose one of the layers created when you set up the scene.
- Select the camera you want to apply this effect to.
- In the Inspector window, go to Environment > Volume Mask and select the same layer that you chose for the GameObject.
- Repeat steps 1-5 for each GameObject and Camera pair that your scene requires.
Each camera now applies post-processing as assigned to it by the GameObject on the same layer as it's volume mask.