#Post Processing in the Universal Render Pipeline For post-processing, the Universal Render Pipeline (UniversalRP) uses the Unity Post Processing Stack version 2 (PPv2). This package is included by default in any project that has UniversalRP installed. For detailed information about steps to configure the post-processing, the effects that are included, how to use them, and how to debug issues, see the [PPv2 documentation](). ##Effects that UniversalRP does not support Most of the effects that come with PPv2 work with UniversalRP by default. However, when you use post-processing in UniversalRP, keep in mind that UniversalRP doesn’t support the following: - Motion Vector-based effects, including Motion Blur and Temporal Anti-aliasing. - Screen Space Reflections (SSR), because they require a G-Buffer and expensive rendering calculations. To be able to scale across hardware, UniversalRP doesn’t use SSR. - Compute-based effects by default, including Auto-exposure, Ambient Occlusion (MSVO) and Debug Monitors. You _can_ use these effects in UniversalRP, but only if your target hardware supports [Compute Shaders](). If your target hardware does not support compute shaders, Unity disables the post-processing effect at run time. ## Post-processing in UniversalRP for mobile devices Post-processing effects can take up a lot of frame time. If you’re using UniversalRP for mobile devices, these effects are the most “mobile-friendly” in the PPv2 stack: - Anti-aliasing (FXAA - Fast mode) - Bloom (Fast mode) - Chromatic Aberration (Fast mode) - Color Grading (with LDR) - Lens Distortion - Vignette ## Post-processing in UniversalRP for VR In VR apps, certain post-processing effects can cause nausea and disorientation. To reduce motion sickness on fast-paced or high-speed games, Unity recommends that you use the Vignette effect for VR.