Supported through Unity 5.6.1 to 2019.2.
Beta and Alpha versions are not officially supported and may run into issues.
Post Processing Stack
A minimum of version
2.0.17 is required at the time, as installed through the Package Manager. When installing SC Post Effects, you will be prompted to update the package if it is outdated.
Scriptable Render Pipeline
|1.1.0+ (Unity 2018.1)||Compatible||Compatible|
|3.0.0+ (Unity 2018.2)||Compatible||Compatible|
|4.6.0+ (Unity 2018.3)||Limited*||Limited*|
|5.3.0+ (Unity 2019.1)||Compatible||Incompatible|
|6.0.0+ (Unity 2019.2)||Compatible||Incompatible|
|7.0.0+ (Unity 2019.3)||Incompatible||In development|
*Limited: Fog skybox blending does not work in these versions due to API changes
Please note that using LWRP in versions older than Unity 2019.1 is not recommended as these were experimental preview versions. Future updates of this package will not be tested on preview versions.
The Post Processing Stack is intrinsically compatible with the Lightweight Render Pipeline, as such any effects will work out-of-the-box. Though, due to some things not being readily available as they are in the legacy pipeline, certain features are excluded:
- Edge Detection, Depth Normals and Cross Normals solver
- 3D Hue Shift, Geometry influence parameter
Has been tested using an Oculus Rift(S) with Multi- and Single-Pass Stereo Rendering. Mobile VR remains untested. The Post Processing Stack requires Unity 2017.2+ for full Single-Pass Stereo Rendering support.
Effects excluded from VR compatibility:
- Fog (height fog feature)
- Cloud Shadows
- Ambient Occlusion 2D
- Radial Blur
- Lens Flares
- Sketch (World-Space projection mode)
- Speed Lines
Single-Pass Instanced rendering remains incompatible.
PS4/Xbox One have not been tested since I have no access to dev kits. Though, there is arguably little reason why this wouldn’t work, since the Post Processing Stack is compatible with these platforms.
Nintendo Switch is considered a mobile platform, see below.
Mobile devices are bandwidth limited, so post processing must always be used sparingly. Multi-pass effects such as Blur and Lens Flares should be avoided.
This platform has not been tested for artifacts or performance, so it currently not considered compatible.