Minimum required version is Unity 2019.1, compatible up to 2020.2.
Post Processing package (Built-in RP)
A minimum of version
2.3.0 is required at the time, as installed through the Package Manager. When importing the SC Post Effects asset, you will be prompted to update the package if it is outdated.
Scriptable Render Pipeline
|Minimum SRP Version||Built-in||LWRP/URP||HDRP|
|5.7.2+ (Unity 2019.1)||Compatible||Compatible||Incompatible|
|6.9.2+ (Unity 2019.2)||Compatible||Compatible||Incompatible|
|7.2.1+ (Unity 2019.3)||Compatible||Compatible||Incompatible|
|8.0.1+ (Unity 2020.1)||Compatible||Compatible||Incompatible|
|10.2.2+ (Unity 2020.2)||Compatible||Compatible||Incompatible|
|11.0.0 (Unity 2021.1)||Alpha version||Alpha version||Incompatible|
*A minimum of URP 7.2.1 is required
Has been tested using an Oculus Rift(S) with Multi- and Single-Pass Stereo Rendering. Though, certain features or effects remain unsupported.
Effects excluded from VR compatibility:
- Edge Detection
- Fog (height fog feature)
- Cloud Shadows
- Ambient Occlusion 2D
- Lens Flares
- Sketch (World-Space projection mode)
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. Ideally, a single shader containing all the effects used in the game should be made, executed in the desired order. This package contains individual effects, so is not optimized for this purpose.
This platform has not been tested for artifacts or performance, so it currently not considered compatible. Testing every update on a range of mobile devices is also too time consuming for me to sustain.