--- uid: urp-docfx-integration-with-post-processing --- # Post-processing in the Universal Render Pipeline The Universal Render Pipeline (URP) includes an integrated implementation of [post-processing](https://docs.unity3d.com/Manual/PostProcessingOverview.html) effects. If you use URP, it's not necessary to install an extra package 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. URP uses the [volume](Volumes.md) framework for post-processing effects. The images below show a scene with and without URP post-processing. Without post-processing:
![](Images/AssetShots/Beauty/SceneWithoutPost.png) With post-processing:
![](Images/AssetShots/Beauty/SceneWithPost.png) > **Note**: URP does not support Post-processing on OpenGL ES 2.0. ## Add post-processing to a new scene To add post-processing to a new scene: 1. Select a Camera, then in the Inspector window enable **Post Processing**. 2. Add a GameObject with a [Volume](Volumes.md) component in the scene. For example, select **GameObject** > **Volume** > **Global Volume**. 3. Select the GameObject, then in the **Volume** component select **New** to create a new [Volume Profile](Volume-Profile.md). 4. Select **Add Override**, then select a post-processing effect [Volume Override](VolumeOverrides.md), for example **Bloom**. Now you can use the Volume Override to enable and adjust the settings for the post-processing effect. > [!NOTE] > The GameObject which contains the volume and the camera you wish to apply post-processing to must be on the same Layer. Refer to [Understand Volumes](Volumes.md) for more information. ## 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. **Note**: For anti-aliasing on mobile platforms, Unity recommends that you use FXAA. ## 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.