2.Compatibility
Unity Versions
Minimum required version is Unity 2020.3 , compatible up to 2023.2.
Post Processing package (Built-in RP)
A minimum of version 2.3.0
is required at the time, as installed through the Package Manager. Most projects will have 3.4.0+ installed nowadays.
Scriptable Render Pipeline
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) | Obsolete | Obsolete | Incompatible |
12.0.0 (Unity 2021.3.15f1+) | 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 |
17.0.0 (Unity 6) | Compatible | Incompatible* | Incompatible |
* Camera stacking only works for non-depth based effects, due to design limitations in URP’s camera stacking system
* When using URP, Render Graph is to be disabled in Unity 6
Virtual Reality
Has been tested using an Oculus Rift(S) with Multi- and Single-Pass Instanced Rendering. Though, certain features or effects remain unsupported.
Effects excluded from VR compatibility:
- Ambient Occlusion 2D (both render pipelines)
- Sun Shafts (URP, due to API access restrictions)
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.