| name | urp-postprocessing |
| description | Sets up, configures, and debugs URP post-processing effects using the Volume framework. Use when the user asks about bloom, tonemapping, color adjustments, depth of field, vignette, motion blur, or other Volume overrides in a URP project. |
| 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 --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.
- URP is the active render pipeline — If not, inform the user and stop.
- 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.
- 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.
- 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.
- 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:
var report = new System.Text.StringBuilder();
var urpAsset = UnityEngine.Rendering.Universal.UniversalRenderPipeline.asset;
if (urpAsset == null)
throw new System.Exception("URP is not the active render pipeline.");
if (!urpAsset.supportsHDR)
report.AppendLine("Warning: HDR is disabled on the URP Asset. Tonemapping won't work; Bloom requires threshold < 1.");
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.");
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; }
((camData.volumeLayerMask & ( << vol.gameObject.layer)) == )
report.AppendLine();
profile = vol.sharedProfile;
(profile == ) { report.AppendLine(); ; }
(profile.components.Count == )
report.AppendLine();
}
report.Length == ? : 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 — All VolumeComponent properties by effect (Bloom, Tonemapping, ColorAdjustments, DepthOfField, Vignette, MotionBlur, FilmGrain, ChromaticAberration, SplitToning, LensDistortion, WhiteBalance, PaniniProjection, LiftGammaGain, ShadowsMidtonesHighlights, ColorCurves, ChannelMixer)
For code 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).
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
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:
cam.TryGetComponent<UniversalAdditionalCameraData>(out var data) succeeds and data.renderPostProcessing is true?
- Volume exists in scene with a non-null
profile (or sharedProfile) assigned?
- Overrides added via
profile.Add<T>() AND overrideState = true on each property you set?
- Volume's
GameObject.layer is included in camera's data.volumeLayerMask? (Default mask is layer 0 "Default" only.)
volume.isGlobal = true (for global), or camera is inside the Volume's trigger Collider (for local)?
- Camera
data.renderType is CameraRenderType.Base, not Overlay? (Overlay cameras composite onto the Base camera's output.)
UniversalRenderPipeline.asset.supportsHDR is true? Required for Bloom and Tonemapping.
- 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).