unity-postprocess

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

Updated Aug 18, 2026
One-click install
npx skills add https://github.com/ethanJPope/Our-Main-Hackathon-Game --skill unity-postprocess-ethanjpope
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-postprocess
Source: https://github.com/ethanJPope/Our-Main-Hackathon-Game/tree/main/.agents/skills/unity-skills/skills/postprocess
Command: npx skills add https://github.com/ethanJPope/Our-Main-Hackathon-Game --skill unity-postprocess-ethanjpope

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up and tuning post-processing in Unity's modern Scriptable Render Pipelines requires knowing which effects the active pipeline supports and the exact parameter names on each Volume override, which differ between URP and HDRP. This Skill removes that guesswork by listing supported effects, inspecting real parameter surfaces, and applying changes to VolumeProfiles through dedicated operations. ## Core Features & Use Cases - Effect Discovery and Inspection: List post-processing effects supported by the active pipeline and inspect an override's real parameter names before modifying anything. - VolumeProfile Editing: Add or remove effect overrides and set individual parameters on a VolumeProfile. - Dedicated Effect Controls: Configure Bloom, Depth of Field, Tonemapping, Vignette, and Color Adjustments through purpose-built operations instead of guessing generic parameter names. - Use Case: While tuning a URP scene's look, ask the assistant to add a Bloom override to the global Volume's profile, raise its intensity, then enable Tonemapping in ACES mode — all without opening the Unity Inspector. ## Quick Start Ask the assistant to list the post-processing effects available on the active render pipeline, then add Bloom to the scene's VolumeProfile and set its intensity.

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 a VolumeProfile, then configure it with postprocess_set_parameter or a dedicated skill like postprocess_set_bloom. Call postprocess_list_effects first to confirm the effect exists on the active pipeline.

How do I tune Bloom or Depth of Field in Unity HDRP?

Use the dedicated skills postprocess_set_bloom and postprocess_set_depth_of_field, which expose the high-frequency parameters directly. For other parameters, inspect the override with postprocess_get_effect to get real HDRP parameter names before setting them.

Does this work with the old Post Processing Stack v2 (PPv2)?

No. This module targets only the modern SRP Volume framework used by URP and HDRP and explicitly must not be used for PPv2 or the com.unity.postprocessing package.

Why do I get an error saying the Scriptable Render Pipeline Core package is not installed?

Every skill returns this stub when neither URP nor HDRP is installed, since the module compiles against com.unity.render-pipelines.core. Install URP or HDRP in the project; the stub is a diagnostic payload, not a permission denial.

Why can't I remove a post-processing effect in Approval or Auto mode?

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

Can I reuse URP parameter names when working with HDRP?

No. URP and HDRP parameter surfaces are similar but not identical, so names must not be reused blindly across pipelines. Inspect the actual override with postprocess_get_effect or volume_get_component before setting generic parameters.