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# Ambient Occlusion

[!include[birp-deprecation-message](snippets/birp-deprecation-message.md)]

The **Ambient Occlusion** effect calculates points in your scene that are exposed to ambient lighting. It then darkens areas that are hidden from the ambient light, such as creases, holes, and spaces between objects which are close together.

You can achieve the **Ambient Occlusion** effect in two ways: in real-time as a full-screen post-processing effect, or as a baked lighting effect (see [Baked Ambient Occlusion](https://docs.unity3d.com/Manual/LightingBakedAmbientOcclusion.html)). The real-time **Ambient Occlusion** effect can be resource-intensive, which makes it better for desktop or console platforms. Its impact on processing time depends on screen resolution and effects properties.
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# Anti-aliasing

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The **Anti-aliasing** effect softens the appearance of edges in your scene. To do this, it surrounds the edge with similar points of color. This reduces the jagged effect caused by [aliasing](https://en.wikipedia.org/wiki/Aliasing).

![Example of anti-aliasing smoothing the edges of shapes](images/screenshot-antialiasing.png)
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# Auto Exposure

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The **Auto Exposure** effect simulates how the human eye adjusts to changes in brightness in real-time. To do this, it dynamically adjusts the exposure of an image to match its mid-tone.

In Unity, this effect generates a histogram on every frame and filters it to find the average luminance value. This histogram and the **Auto Exposure** effect requires [Compute shader](https://docs.unity3d.com/Manual/class-ComputeShader.html) support.
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# Bloom

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The **Bloom** effect makes bright areas in your image glow. To do this, it creates fringes of light that extend from bright areas in your image. This simulates the effect a real-world camera gives when light overwhelms the lens.

The Bloom effect also has a **Dirtiness** feature, which you can use to apply a full-screen layer of smudges or dust to diffract the Bloom effect.
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# Chromatic Aberration

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The **Chromatic Aberration** effect splits color along boundaries in an image into their red, green, and blue channels. This reproduces the effect a real-world camera produces when light refracts and causes the wavelengths to disperse in the lens.

Unity provides support for red/blue and green/purple fringing. You can define fringing colors by using an input texture.
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# Color Grading

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The **Color Grading** effect alters or corrects the color and luminance of the final image that Unity produces. You can use this to alter the look and feel of your application.

![Three examples of how you can use Color Grading](images/screenshot-grading.png)
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# Debugging Post-processing effects

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The **Post-process Debug** component displays real-time data about post-processing effects. You can use this data to debug your post-processing effects, and to see the results of adjusting your effects in real time.

When you attach the Post-Process Debug component to a GameObject with a Camera component, the Post-Process Debug component displays its data on top of that Camera's output. You can use the Post-process Debug component in the Unity Editor, or when your application is running on a device.
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# Deferred Fog

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The **Deferred Fog** effect simulates the look of fog or mist in outdoor environments. To do this, it overlays a color onto objects depending on how far away they are from the Camera.

![Scene rendered with Deferred Fog enabled](images/screenshot-fog.png)
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# Depth of Field

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The **Depth of Field** effect blurs the background of your image while the objects in the foreground stay in focus. This simulates the focal properties of a real-world camera lens.

![A scene with the Depth of Field effect applied](images/screenshot-dof.png)
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# Grain

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The **Grain** effect overlays film noise onto your image. Film noise is the effect that real-world cameras produce when small particles in the camera’s film give the image a coarse, unprocessed effect.
Unity’s **Grain** effect is based on a coherent gradient noise. This gives your game a gritty effect that simulates the imperfections of film.

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# Installation

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Use the [**Package Manager**](https://docs.unity3d.com/Manual/upm-ui.html) to install the **Post Processing** package or to update an installed package to the latest version.

To install the **Post Processing** package:
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# Lens Distortion

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The **Lens Distortion** effect simulates distortion caused by the shape of a real-world camera lens. You can adjust the intensity of this effect between barrel distortion and pincushion distortion.

![Scene without Lens Distortion effect](images/no-lens-distortion.png)
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# Controlling effects using scripts

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This guide explains how to modify a post-processing script to create time-based events or temporary post-processing effects.

## Quick Volumes
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# Motion Blur

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The **Motion Blur** effect blurs the image in the direction of the **Camera’s** movement. This simulates the blur effect a real-world camera creates when it moves with the lens aperture open, or when it captures an object moving faster than the camera’s exposure time.

![Scene using the Motion Blur effect](images/screenshot-motionblur.png)
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# Getting started with post-processing

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This page explains how to set up the components required to create post-processing effects in your scene.

<a name="post-process-layer"></a>
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# Screen Space Reflections

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The **Screen Space Reflection** effect creates subtle reflections that simulate wet floor surfaces or puddles. It reflects both static and dynamic GameObjects to create realistic reflections.

Screen Space Reflection replaces specular highlights on a surface, which makes it an ideal effect to limit the amount of [specular light](https://docs.unity3d.com/Manual/shader-NormalSpecular.html) leaking.
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# Vignette

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The **Vignette** effect darkens the edges of an image. This simulates the effect in a real-world camera lens caused by thick or stacked filters, secondary lenses, or an improper lens hood. You can use the **Vignette** effect to draw attention to the center of an image.

![Scene without Vignette](images/PostProcessing-Vignette-1.png)
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# Writing custom effects

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This quick-start guide demonstrates how to write a custom [post-processing effect](https://docs.unity3d.com/Manual/PostProcessingOverview.html) and include it in the post-processing stack. This process does not require you to modify the codebase.

Custom post-processing effects require a minimum of two files:
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## Post Processing Stack v2 overview

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Post-processing is a generic term for a full-screen image processing effect that occurs after the camera draws the scene but before the scene is rendered on the screen. Post-processing can drastically improve the visuals of your product with little setup time.

You can use post-processing effects to simulate physical camera and film properties.
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# Known issues

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- The **Post Processing** package doesn't work on MacOS X 10.11.6 when running Metal in the editor due to a driver bug on this specific version of the OS.

For limitations and known issues for each effect, see the specific effect page.
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# Requirements and compatibility

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This page contains information on system requirements and compatibility of this Post-processing module.

## Unity Editor compatibility
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This package is compatible with the following render pipeline versions:

* Built-in render pipeline.
* Built-In Render Pipeline.
* Universal Render Pipeline (URP) 7.x, with Unity 2018 LTS, and 2019 LTS. Certain effects are not compatible with URP.
* Scriptable Render Pipeline (SRP).

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> [!IMPORTANT]
> In Unity 6.5 and newer, Post Processing Stack v2 is deprecated now that the Built-In Render Pipeline is deprecated and will be made obsolete in a future release.<br/>The Built-In Render Pipeline remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.<br/>For more information on migration, refer to [Migrating from the Built-In Render Pipeline to URP](https://docs.unity3d.com/6000.5/Documentation/Manual/urp/upgrading-from-birp.html) and [Render pipeline feature comparison](https://docs.unity3d.com/6000.5/Documentation/Manual/render-pipelines-feature-comparison.html).