unity-postprocess

Configure URP and HDRP post-processing effects on Unity VolumeProfiles.

Updated Jun 21, 2026
One-click install
npx skills add https://github.com/du-qwq/Shader-Writing-Architecture-and-Specifications --skill unity-postprocess-du-qwq
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-postprocess
Source: https://github.com/du-qwq/Shader-Writing-Architecture-and-Specifications/tree/main/.agents/skills/unity-skills/skills/postprocess
Command: npx skills add https://github.com/du-qwq/Shader-Writing-Architecture-and-Specifications --skill unity-postprocess-du-qwq

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up post-processing in Unity's Scriptable Render Pipeline requires knowing which effects the active pipeline supports and the exact parameter names on each VolumeProfile override, which differ between URP and HDRP. This Skill removes that guesswork by listing supported effects, inspecting real parameter surfaces, and applying tuned settings directly. ## Core Features & Use Cases - Effect Management: List, add, inspect, and remove post-processing effect overrides on a VolumeProfile for the active SRP pipeline. - Dedicated Effect Tuning: Configure Bloom, Depth of Field, Tonemapping, Vignette, and Color Adjustments through purpose-built operations instead of guessing generic parameter names. - Pipeline-Aware Safety: Detects when SRP Core is not installed and returns a diagnostic stub, and treats URP and HDRP parameter surfaces as similar-but-not-identical. - Use Case: A user asks to add bloom and tonemapping to a URP scene; the Skill lists supported effects, adds the overrides to the VolumeProfile, and tunes intensity and threshold values. ## Quick Start Add a Bloom effect to my URP VolumeProfile and set its intensity to 1.5 with a threshold of 0.9.

Frequently Asked Questions about unity-postprocess

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add post-processing effects to a URP VolumeProfile in Unity?

Use postprocess_add_effect to add an effect override to the VolumeProfile, then tune it with dedicated operations like postprocess_set_bloom or postprocess_set_tonemapping. Always call postprocess_list_effects first to confirm the active pipeline supports the effect.

How to configure bloom and tonemapping in Unity HDRP?

Use postprocess_set_bloom and postprocess_set_tonemapping, which target the effect overrides on the VolumeProfile directly. Inspect the effect first with postprocess_get_effect because HDRP parameter names differ from URP.

Does this work with the old Post Processing Stack v2 package?

No. This module only supports modern SRP post-processing on URP and HDRP VolumeProfiles built on the Volume framework. It explicitly does not support PPv2 or the com.unity.postprocessing package.

Why do I get an error that SRP Core is not installed?

Every skill returns a diagnostic stub when neither URP nor HDRP is installed, since the module compiles against com.unity.render-pipelines.core. Install a scriptable render pipeline package in your Unity project to resolve it.

Can I reuse URP parameter names on an HDRP project?

No. URP and HDRP parameter surfaces are similar but not identical, so names must not be reused blindly across pipelines. Use postprocess_get_effect or volume_get_component to inspect real parameter names before setting values.

Why is removing a post-processing effect blocked in some modes?

postprocess_remove_effect carries a Delete operation and is auto-forbidden in Approval and Auto modes. It only runs under Bypass mode or through a user-managed allowlist.