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urp-postprocessing

Sets up, configures, and debugs URP post-processing with the Volume framework. Use for bloom, tonemapping, color adjustments, depth of field, vignette, or other Volume overrides.

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Repository
Unity-Technologies/unity-agent-plugin
Letzte Quellaktivität
29. September 2026 um 18:32
Erkannte Sprache von SKILL.md
Englisch
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391
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39

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SKILL.md
Quellanweisungen · Schreibgeschützte Vorschau
name
urp-postprocessing
description
Sets up, configures, and debugs URP post-processing with the Volume framework. Use for bloom, tonemapping, color adjustments, depth of field, vignette, or other Volume overrides.
required_packages
{"com.unity.render-pipelines.universal":">=14.0.0"}
Help the user set up, configure, and debug post-processing effects using URP's Volume framework. **Goal: The user should have a working visual result with zero console errors after setup.** ## 0. Prerequisite: an Editor you can run C# in Volume profiles, `VolumeParameter.overrideState`, and the camera's post-processing flags are Editor/runtime object state — the checks and edits below all run C# inside a live Editor. **The `unity-cli` skill owns getting you there** — installing the CLI, confirming a connected Editor, adding the project's `com.unity.pipeline` package, telling a genuinely absent Editor apart from one stuck in Safe Mode, and discovering the Editor's command catalog. Follow it first; don't re-derive any of it here. You need `eval` in particular, not just a reachable Editor: its presence depends on the Pipeline package version, not on the CLI. If it's missing, say so and stop. Run C# through the connected Editor with the `eval` command. Discover its parameter shape from `unity command --format json` rather than assuming one — the inline form is `unity command eval --caller plugin --skill urp-postprocessing --code '<snippet>'`, and some Pipeline versions also register `eval_file` for running a snippet from a file. **Check the catalog before reaching for `eval_file`; it is frequently absent.** `unity command` defaults to a 30 second timeout. ### Passing C# to `eval` `eval` compiles a **statement block, not a file**. Two consequences, both of which cause a compile error rather than a warning: - **No `using` directives.** The compiler reads `using UnityEngine;` as a resource-disposal statement and rejects it (`CS0210`). - **Types must be fully qualified.** A bare `AssetDatabase` or `Volume` does not resolve (`CS0246` / `CS0103`), and a bare `Object` is ambiguous with `object` (`CS0104`). Where a snippet below is written as a file — with usings, for readability, or because it is meant to be saved into the project — qualify the types before passing it to `eval`. ## 0. Pre-Flight Checks Before configuring any effect, **verify all checks**. Fix failures first. 1. **URP is the active render pipeline** — If not, inform the user and stop. 2. **HDR is enabled on the URP Asset** — Required for Tonemapping. Bloom works best with HDR; in SDR it still works but `threshold` must be < 1. 3. **Camera has post-processing enabled** — `renderPostProcessing` must be `true` (defaults to `false`). Camera Stacking: only a `CameraRenderType.Base` camera (or the last `Overlay` in the stack) should enable post-processing. Also verify the Renderer's PostProcessData asset is not null — if it is, the post-process pass won't exist. 4. **The Volume's GameObject layer is in the Camera's Volume Layer Mask** — `volumeLayerMask` defaults to layer 0 "Default" only. The Volume's `GameObject.layer` must be included, otherwise the camera ignores it. 5. **Volume exists with `enabled = true`, a valid Profile, and at least one override** — The `Volume` component must be enabled, have a non-null `profile` (or `sharedProfile`), and at least one `VolumeComponent` with `overrideState = true` on its properties. ### Pre-Flight Check Snippet Run this to verify the setup programmatically: ```csharp // `eval` compiles a statement block, not a file: no `using` directives are // allowed, so every type is fully qualified. var report = new System.Text.StringBuilder(); // 1. Check URP is active — a hard stop, so throw: it fails the eval loudly var urpAsset = UnityEngine.Rendering.Universal.UniversalRenderPipeline.asset; if (urpAsset == null) throw new System.Exception("URP is not the active render pipeline."); // 2. Check HDR if (!urpAsset.supportsHDR) report.AppendLine("Warning: HDR is disabled on the URP Asset. Tonemapping won't work; Bloom requires threshold < 1."); // 3. Check camera post-processing var cam = UnityEngine.Camera.main; if (cam == null) throw new System.Exception("No Main Camera found."); if (!cam.TryGetComponent<UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>(out var camData)) throw new System.Exception("Missing UniversalAdditionalCameraData on camera. Is URP active?"); if (!camData.renderPostProcessing) report.AppendLine("Warning: Post-processing is disabled on the camera. Enable via camData.renderPostProcessing = true."); // 4. Check volume layer mask var volumes = UnityEngine.Object.FindObjectsByType<UnityEngine.Rendering.Volume>(UnityEngine.FindObjectsSortMode.None); foreach (var vol in volumes) { if (!vol.enabled) { report.AppendLine($"Warning: Volume '{vol.name}' is disabled."); continue; } if ((camData.volumeLayerMask & (1 << vol.gameObject.layer)) == 0) report.AppendLine($"Warning: Volume '{vol.name}' on layer {vol.gameObject.layer} is not in camera's volumeLayerMask."); // 5. Check profile and overrides var profile = vol.sharedProfile; if (profile == null) { report.AppendLine($"Warning: Volume '{vol.name}' has no profile assigned."); continue; } if (profile.components.Count == 0) report.AppendLine($"Warning: Volume '{vol.name}' profile has no overrides."); } // Return the findings: logs land in the Editor console, the returned value comes back to you return report.Length == 0 ? "Post-processing setup looks correct." : report.ToString(); ``` ## 1. Volume Setup Effects are added as **VolumeComponent overrides** on a **VolumeProfile** (a `ScriptableObject`). **Global Volume** (most common): GameObject with `Volume` component, `isGlobal = true`, `profile` assigned. Affects every camera whose `volumeLayerMask` includes the Volume's layer. **Local Volume (optional, but takes precedence)**: GameObject with trigger `Collider` + `Volume` component, `isGlobal = false`. Properties: - `priority` (float) — higher values override lower when volumes overlap. - `blendDistance` (float) — outer distance in world units to start blending from (0 = no blend, instant transition at collider boundary). - `weight` (float, 0–1) — scales the volume's overall influence. ## 2. Post-Processing Effects All effects are `VolumeComponent` subclasses added as overrides on a `VolumeProfile` via `profile.Add<T>()`. Check existence with `profile.Has<T>()` or `profile.TryGet<T>(out var t)`. Remove with `profile.Remove<T>()`. Every property is a `VolumeParameter`. You **must** set `overrideState = true` before setting `value`, otherwise the Volume system ignores it. When configuring a specific effect, load the full API reference: - [references/effect-reference.md](references/effect-reference.md) — All VolumeComponent properties by effect (Bloom, Tonemapping, ColorAdjustments, DepthOfField, Vignette, MotionBlur, FilmGrain, ChromaticAberration, SplitToning, LensDistortion, WhiteBalance, PaniniProjection, LiftGammaGain, ShadowsMidtonesHighlights, ColorCurves, ChannelMixer) For code templates: - [references/code-templates.md](references/code-templates.md) — Global Volume setup, camera post-processing, and profile modification templates ## 3. Anti-Hallucination Rules ### Required Usings These apply when you write a `.cs` file into the project. **A snippet passed to `eval` cannot carry them** — qualify the types instead (see "Passing C# to `eval`" above). ```csharp using UnityEngine.Rendering; // Volume, VolumeProfile, VolumeComponent, VolumeParameter using UnityEngine.Rendering.Universal; // Bloom, Tonemapping, ColorAdjustments, UniversalRenderPipeline, etc. ``` ### Wrong → Correct API Mapping | WRONG | CORRECT | |-------|---------| | `PostProcessVolume` | `Volume` (from `UnityEngine.Rendering`) | | `PostProcessLayer` | `UniversalAdditionalCameraData.renderPostProcessing` (bool) | | `UnityEngine.Rendering.PostProcessing` | `UnityEngine.Rendering.Universal` | | `profile.GetSetting<T>()` | `profile.TryGet<T>(out var t)` (returns bool) | | `profile.AddSettings<T>()` | `profile.Add<T>()` (returns T; throws if already exists — check `profile.Has<T>()` first) | | `volume.sharedProfile` (to modify at runtime) | `volume.profile` (auto-clones the asset into an instance) | | `VolumeManager.instance.stack.GetComponent<T>()` | `volume.profile.TryGet<T>(out var t)` | ### Key Facts - **`overrideState = true`** is required on every `VolumeParameter` you set. The volume system skips parameters where `overrideState` is `false`. This is the #1 scripting mistake. - **`sharedProfile`** = returns the asset directly (edits persist to disk). **`profile`** = auto-clones into an instance if needed (safe for runtime edits). Check with `volume.HasInstantiatedProfile()`. - **`profile.Add<T>(bool overrides = false)`** — pass `true` to auto-enable `overrideState` on all parameters of the added component. ## 4. Debugging Checklist When post-processing isn't working, check in order: 1. `cam.TryGetComponent<UniversalAdditionalCameraData>(out var data)` succeeds and `data.renderPostProcessing` is `true`? 2. Volume exists in scene with a non-null `profile` (or `sharedProfile`) assigned? 3. Overrides added via `profile.Add<T>()` AND `overrideState = true` on each property you set? 4. Volume's `GameObject.layer` is included in camera's `data.volumeLayerMask`? (Default mask is layer 0 "Default" only.) 5. `volume.isGlobal = true` (for global), or camera is inside the Volume's trigger `Collider` (for local)? 6. Camera `data.renderType` is `CameraRenderType.Base`, not `Overlay`? (Overlay cameras composite onto the Base camera's output.) 7. `UniversalRenderPipeline.asset.supportsHDR` is `true`? Required for Bloom and Tonemapping. 8. Viewing in **Game view**? Scene view has a separate post-processing toggle in its toolbar. ## 5. Common Recipes Format: Effect property=value. Bloom values are threshold/intensity/scatter. **Cinematic (Film):** Tonemapping mode=ACES, ColorAdjustments contrast=15 saturation=-10, Bloom threshold=0.9 intensity=0.5 scatter=0.7, Vignette intensity=0.3 smoothness=0.4, FilmGrain type=Medium1 intensity=0.2 **Stylized/Vibrant:** Tonemapping mode=Neutral, ColorAdjustments saturation=20 contrast=10, Bloom threshold=0.8 intensity=1.5 scatter=0.6, SplitToning highlights=warm shadows=cool **Horror/Dark:** ColorAdjustments postExposure=-0.5 saturation=-30 contrast=20, Vignette intensity=0.5 smoothness=0.3 color=dark-red, FilmGrain type=Large01 intensity=0.4, ChromaticAberration intensity=0.15 **Clean/Mobile:** Tonemapping mode=Neutral, ColorAdjustments postExposure=0.2, Bloom threshold=1.0 intensity=0.3 (subtle). Avoid FilmGrain, MotionBlur, DepthOfField on mobile. ## 6. Final Confirmation After setup, report to user: ``` Post-Processing Setup Complete - Volume: [Global/Local] on "[GameObject Name]" - Profile: [Asset Path] - Effects: [List with key property=value pairs] - Camera: [Name] — renderPostProcessing=true, volumeLayerMask includes layer [N] View results in Game view (not Scene view). Undo all changes with Edit > Undo (Ctrl+Z). ```
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