SC Post Effects Documentation

SC Post Effects
Version: 2.3.7
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2.Compatibility #

Unity Versions

Minimum required version is Unity 2020.3 , compatible up to 2023.2.

Beta and Alpha versions may work but will not be eligible for support, due to the frequent changes. Once a release version is available, the package will be retested and an update may soon follow to fix/correct any issues.

Post Processing package (Built-in RP)

A minimum of version 2.3.0 is required at the time, as installed through the Package Manager. Most projects will have 3.4.0+ installed nowadays.

Scriptable Render Pipeline

When using URP, the “Post processing” package (aka Post Processing Stack v2) must be uninstalled!

 

Minimum SRP Version Built-in LWRP/URP* HDRP
6.9.2+ (Unity 2019.2) Discontinued Discontinued Incompatible
7.2.1+ (Unity 2019.4 LTS) Compatible Compatible Incompatible
8.0.1+ (Unity 2020.1) Obsolete Obsolete Incompatible
10.2.2+ (Unity 2020.2/3 LTS) Compatible Compatible Incompatible
11.0.0 (Unity 2021.1) Obsolete Obsolete Incompatible
12.0.0 (Unity 2021.2) Compatible Compatible Incompatible
13.0.0 (Unity 2022.1) Obsolete Obsolete Incompatible
14.0.8 (Unity 2022.2.15f1+) Compatible Compatible Incompatible
15.0.0 (Unity 2023.1) Compatible Compatible Incompatible
16.0.0 (Unity 2023.2) Beta Beta Incompatible
* Support for URP’s 2D Renderer requires Unity 2021.2.0f1+ and version 2.1.8+ of this asset.
* Camera stacking only works for non-depth based effects, due to design limitations in URP’s camera stacking system

Virtual Reality

Has been tested using an Oculus Rift(S) with Multi- and Single-Pass Instanced Rendering. Though, certain features or effects remain unsupported.

Single-Pass Stereo rendering is no longer supported, as it has also been removed from Unity’s XR SDK

Effects excluded from VR compatibility:

  • Ambient Occlusion 2D (both render pipelines)
  • Sun Shafts (URP, due to API access restrictions)
VR support can only be guaranteed in the Built-in RP starting from Unity 2021.2. Due to a bug in Unity’s internal rendering

WebGL

WebGL 2.0 is compatible since it uses the OpenGL 3.0 rendering API just like Android/iOS does. WebGL 1.0 is not compatible and should be removed as a Graphics API in the Player settings.

Consoles

PS4/Xbox One have not been tested since I have no access to development hardware, though compatibility has been verified by users. Consoles typically use the DirectX/Vulkan graphics API, which has been tested on PC.

Though, should you run into any issues, please get in touch, as I’d be happy to investigate.

Nintendo Switch is considered a mobile platform, see below.

Mobile

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. Even better: incorporating effects directly into the Forward/Deferred renderer. But this is very project specific, and best done in-house. This package contains individual effects, so is not optimized for this purpose.

This platform has not been tested for artefacts or performance, so isn’t supported nor considered compatible. Given the performance limitations, testing every update on a range of mobile devices is simply too time consuming to sustain, and a bit of a wasted effort.

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Last updated on January 24, 2024
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