SC Post Effects Documentation

SC Post Effects
Version: 2.2.0

2.Compatibility #

Unity Versions

Minimum required version is Unity 2019.4 , compatible up to 2022.1.

Support for 2019 LTS will be discontinued after version 2.2.0. Future development will be done based on 2020.3.

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 3.3.0+ installed nowadays.

Scriptable Render Pipeline

Using the “Post processing” package (aka Post Processing Stack v2) with URP is not supported.
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) Compatible Compatible Incompatible
10.2.2+ (Unity 2020.2/3 LTS) Compatible Compatible Incompatible
11.0.0 (Unity 2021.1) Compatible Compatible Incompatible
12.0.0 (Unity 2021.2) Compatible Compatible Incompatible
13.0.0 (Unity 2022.1) Pending verification Breaking changes Incompatible
14.0.0 (Unity 2022.2) Beta Breaking changes Incompatible
• Support for URP’s 2D Renderer requires Unity 2021.2.0b1+ 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
  • Sunshafts
  • Lens Flares

Not compatible with VR in the Built-in Render Pipeline

  • Edge Detection
  • Fog
  • Cloud Shadows
  • Caustics
  • Sketch (World-Space projection mode)
  • Distance Fading functionality on any effect

Single-Pass Instanced (or “Multi-view”) rendering remains incompatible in the Built-in RP for these effects. Unity’s post-processing framework lacks the necessary functionality needed to use the depth texture and camera matrices in VR. Their own Ambient Occlusion effect fails to work for the same reason. It seems extremely unlikely Unity will add this in the future. This otherwise works as expected in URP.

Update: I’ve been able to take matters into my own hands and implement complete VR support for the Built-in RP. This requires some fundamental changes, so it’ll be included in next update (v2.3.0) once stability is verified.


PS4/Xbox One have not been tested since I have no access to development hardware, though compatibility has been verified by users. 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 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 November 17, 2022
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