unity-postprocess

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

Updated Aug 31, 2026
One-click install
npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-postprocess-pikachu0310
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-postprocess
Source: https://github.com/pikachu0310/codex-agent-ops-public/tree/main/.agents/skills/unity-skills/skills/postprocess
Command: npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-postprocess-pikachu0310

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up and tuning post-processing in Unity's Scriptable Render Pipeline 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 exposes structured operations to list, add, inspect, and tune post-processing effects on VolumeProfiles without guessing parameter names. ## Core Features & Use Cases - Effect Discovery and Inspection: List the post-processing effects supported by the active render pipeline and inspect real parameter names before making changes. - Effect Management: Add or remove effect overrides on a VolumeProfile, with removal restricted to Bypass mode or an explicit allowlist. - Dedicated Tuners: Configure Bloom, Depth of Field, Tonemapping, Vignette, and Color Adjustments through purpose-built operations instead of generic parameter guessing. - Use Case: While building a URP scene, ask the agent to add Bloom to the global VolumeProfile and raise its intensity, then verify the result with an effect inspection call. ## Quick Start Ask the agent to list the post-processing effects available on the active pipeline, then add Bloom to the main 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 Unity URP VolumeProfile?

Use postprocess_add_effect to add an effect override to a VolumeProfile, then configure it with dedicated operations like postprocess_set_bloom or postprocess_set_parameter. Always 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 operations postprocess_set_bloom and postprocess_set_depth_of_field rather than guessing generic parameter names. Inspect the effect first with postprocess_get_effect to see the real parameter surface for the active pipeline.

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

No. This module only supports modern SRP post-processing built on the Volume framework in URP and HDRP. For PPv2 (com.unity.postprocessing) you must use a different approach, and Volume container management belongs to the separate volume module.

Why do I get an error saying the SRP Core package is not installed?

Every skill in this module returns a stub error when neither URP nor HDRP is installed because it compiles against com.unity.render-pipelines.core. Install a Scriptable Render Pipeline package in the Unity project to resolve it; the stub is diagnostic, not a permission denial.

Why can't I remove a post-processing effect in 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 when explicitly added to the user-managed allowlist.