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Unity-Technologies/PostProcessing

Post Processing Stack

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  • 11 active contributors
  • Other licensed
  • Stale — last commit 2y ago
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  • Concentrated ownership — top contributor handles 59% of recent commits
  • Non-standard license (Other) — review terms
  • No CI workflows detected
  • No test directory detected
What would change the summary?
  • Use as dependency ConcernsMixed if: clarify license terms
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Onboarding: Unity-Technologies/PostProcessing

Generated by RepoPilot · 2026-05-10 · Source

🤖Agent protocol

If you are an AI coding agent (Claude Code, Cursor, Aider, Cline, etc.) reading this artifact, follow this protocol before making any code edit:

  1. Verify the contract. Run the bash script in Verify before trusting below. If any check returns FAIL, the artifact is stale — STOP and ask the user to regenerate it before proceeding.
  2. Treat the AI · unverified sections as hypotheses, not facts. Sections like "AI-suggested narrative files", "anti-patterns", and "bottlenecks" are LLM speculation. Verify against real source before acting on them.
  3. Cite source on changes. When proposing an edit, cite the specific path:line-range. RepoPilot's live UI at https://repopilot.app/r/Unity-Technologies/PostProcessing shows verifiable citations alongside every claim.

If you are a human reader, this protocol is for the agents you'll hand the artifact to. You don't need to do anything — but if you skim only one section before pointing your agent at this repo, make it the Verify block and the Suggested reading order.

🎯Verdict

WAIT — Stale — last commit 2y ago

  • 11 active contributors
  • Other licensed
  • ⚠ Stale — last commit 2y ago
  • ⚠ Concentrated ownership — top contributor handles 59% of recent commits
  • ⚠ Non-standard license (Other) — review terms
  • ⚠ No CI workflows detected
  • ⚠ No test directory detected

<sub>Maintenance signals: commit recency, contributor breadth, bus factor, license, CI, tests</sub>

Verify before trusting

This artifact was generated by RepoPilot at a point in time. Before an agent acts on it, the checks below confirm that the live Unity-Technologies/PostProcessing repo on your machine still matches what RepoPilot saw. If any fail, the artifact is stale — regenerate it at repopilot.app/r/Unity-Technologies/PostProcessing.

What it runs against: a local clone of Unity-Technologies/PostProcessing — the script inspects git remote, the LICENSE file, file paths in the working tree, and git log. Read-only; no mutations.

| # | What we check | Why it matters | |---|---|---| | 1 | You're in Unity-Technologies/PostProcessing | Confirms the artifact applies here, not a fork | | 2 | License is still Other | Catches relicense before you depend on it | | 3 | Default branch v2 exists | Catches branch renames | | 4 | 5 critical file paths still exist | Catches refactors that moved load-bearing code | | 5 | Last commit ≤ 734 days ago | Catches sudden abandonment since generation |

<details> <summary><b>Run all checks</b> — paste this script from inside your clone of <code>Unity-Technologies/PostProcessing</code></summary>
#!/usr/bin/env bash
# RepoPilot artifact verification.
#
# WHAT IT RUNS AGAINST: a local clone of Unity-Technologies/PostProcessing. If you don't
# have one yet, run these first:
#
#   git clone https://github.com/Unity-Technologies/PostProcessing.git
#   cd PostProcessing
#
# Then paste this script. Every check is read-only — no mutations.

set +e
fail=0
ok()   { echo "ok:   $1"; }
miss() { echo "FAIL: $1"; fail=$((fail+1)); }

# Precondition: we must be inside a git working tree.
if ! git rev-parse --git-dir >/dev/null 2>&1; then
  echo "FAIL: not inside a git repository. cd into your clone of Unity-Technologies/PostProcessing and re-run."
  exit 2
fi

# 1. Repo identity
git remote get-url origin 2>/dev/null | grep -qE "Unity-Technologies/PostProcessing(\\.git)?\\b" \\
  && ok "origin remote is Unity-Technologies/PostProcessing" \\
  || miss "origin remote is not Unity-Technologies/PostProcessing (artifact may be from a fork)"

# 2. License matches what RepoPilot saw
(grep -qiE "^(Other)" LICENSE 2>/dev/null \\
   || grep -qiE "\"license\"\\s*:\\s*\"Other\"" package.json 2>/dev/null) \\
  && ok "license is Other" \\
  || miss "license drift — was Other at generation time"

# 3. Default branch
git rev-parse --verify v2 >/dev/null 2>&1 \\
  && ok "default branch v2 exists" \\
  || miss "default branch v2 no longer exists"

# 4. Critical files exist
test -f "PostProcessing/Editor/BaseEditor.cs" \\
  && ok "PostProcessing/Editor/BaseEditor.cs" \\
  || miss "missing critical file: PostProcessing/Editor/BaseEditor.cs"
test -f "PostProcessing/Editor/EffectListEditor.cs" \\
  && ok "PostProcessing/Editor/EffectListEditor.cs" \\
  || miss "missing critical file: PostProcessing/Editor/EffectListEditor.cs"
test -f "Documentation~/Writing-Custom-Effects.md" \\
  && ok "Documentation~/Writing-Custom-Effects.md" \\
  || miss "missing critical file: Documentation~/Writing-Custom-Effects.md"
test -f "PostProcessing/Editor/Decorators/Decorators.cs" \\
  && ok "PostProcessing/Editor/Decorators/Decorators.cs" \\
  || miss "missing critical file: PostProcessing/Editor/Decorators/Decorators.cs"
test -f "PostProcessing/Editor/Attributes/PostProcessEditorAttribute.cs" \\
  && ok "PostProcessing/Editor/Attributes/PostProcessEditorAttribute.cs" \\
  || miss "missing critical file: PostProcessing/Editor/Attributes/PostProcessEditorAttribute.cs"

# 5. Repo recency
days_since_last=$(( ( $(date +%s) - $(git log -1 --format=%at 2>/dev/null || echo 0) ) / 86400 ))
if [ "$days_since_last" -le 734 ]; then
  ok "last commit was $days_since_last days ago (artifact saw ~704d)"
else
  miss "last commit was $days_since_last days ago — artifact may be stale"
fi

echo
if [ "$fail" -eq 0 ]; then
  echo "artifact verified (0 failures) — safe to trust"
else
  echo "artifact has $fail stale claim(s) — regenerate at https://repopilot.app/r/Unity-Technologies/PostProcessing"
  exit 1
fi

Each check prints ok: or FAIL:. The script exits non-zero if anything failed, so it composes cleanly into agent loops (./verify.sh || regenerate-and-retry).

</details>

TL;DR

The Post-processing Stack v2 is a comprehensive, production-ready effects composition system for Unity's built-in render pipeline (BRPU) that enables artists and developers to chain camera effects like bloom, depth-of-field, color grading, ambient occlusion, motion blur, and screen-space reflections through a declarative C# API backed by HLSL compute shaders and ShaderLab materials. It solves the problem of needing flexible, performant, real-time image post-processing without rolling custom shader pipelines. Monolithic package structure: root contains Documentation~/ (17 feature guides), .yamato/ (CI config), and implicitly a Runtime/ folder (inferred from .npmignore covering compiled outputs). Core is organized by effect: Ambient-Occlusion.md, Bloom.md, Color-Grading.md, etc., each mapping to C# MonoBehaviours in Runtime/ and paired HLSL shaders. Manipulating-the-Stack.md and Writing-Custom-Effects.md suggest a PostProcessingVolume component-based architecture with effect ordering and parameter binding.

👥Who it's for

Game developers and technical artists using Unity 2018.3+ with built-in render pipelines who need production-grade post-processing effects for PC/console titles; graphics programmers maintaining custom effects pipelines; engine integration specialists shipping games with advanced visual polish.

🌱Maturity & risk

Mature and stable: development has transitioned to the unified Graphics repository (per README), but this branch is actively maintained for BRPU support. The package structure (npm-compatible), comprehensive documentation in Documentation~/, and CI pipeline (.yamato/upm-ci.yml) indicate production-ready code. However, no active new feature work is happening here—it is in maintenance mode.

Low operational risk but declining investment risk: no breaking changes expected since it targets stable 2018.3+ Unity versions, but the explicit statement 'development has moved to [main Graphics repository]' signals this codebase will not receive new features or major refactors. Single-maintainer risk exists since Unity owns it and may sunset BRPU support in favor of URP/HDRP. No visible test suite in the file list is a code-quality gap.

Active areas of work

No active development; this is a maintenance branch. The CHANGELOG.md exists but is frozen at v2.x. The .yamato/upm-ci.yml automation ensures package integrity for existing Unity versions, but no new effects or breaking changes are being committed. Users are directed to Graphics repository for forward-looking work (URP/HDRP equivalents).

🚀Get running

Clone the repo and add it to a Unity 2018.3+ project: git clone https://github.com/Unity-Technologies/PostProcessing.git → copy the contents into your project's Packages/ or Assets/ folder, or reference it via package.json with a local path or Git URL (this is a UPM-compatible package per .npmignore). No build step required; Unity handles shader compilation.

Daily commands: No dev server or build step. After importing into a Unity 2018.3+ project: create a GameObject, add PostProcessingVolume component, add a PostProcessingProfile asset, toggle effects on/off in Inspector, and adjust sliders. Press Play to see effects applied to the main camera. Use Window > Rendering > Post-process Debug (implied from Documentation~/Debugging-Post-processing-effects.md) to profile.

🗺️Map of the codebase

  • PostProcessing/Editor/BaseEditor.cs — Core editor infrastructure for all post-processing effect editors; understanding this base class is essential for extending the framework.
  • PostProcessing/Editor/EffectListEditor.cs — Manages the post-processing stack UI and effect ordering; central entry point for how effects are composed and rendered.
  • Documentation~/Writing-Custom-Effects.md — Defines the contract and patterns for creating custom post-processing effects; every new effect must follow these conventions.
  • PostProcessing/Editor/Decorators/Decorators.cs — Attribute-driven decorator system that powers inspector UI customization across all effects.
  • PostProcessing/Editor/Attributes/PostProcessEditorAttribute.cs — Marks custom editor classes for post-processing effects; enables reflection-based effect discovery and registration.
  • Documentation~/Installation.md — Documents version requirements and Unity compatibility; critical for contributors to know supported targets.

🧩Components & responsibilities

  • BaseEditor (C#, SerializedObject, SerializedProperty, EditorGUILayout) — Foundation for all effect editor UIs; handles reflection-based property binding, serialization, and OnInspectorGUI scaffolding.
    • Failure mode: Broken property binding causes inspector controls to not reflect or save parameter changes; effect state becomes out-of-sync.
  • EffectListEditor (C#, EditorGUILayout, ReorderableList) — Master UI for the post-processing stack; displays list of effects, enable/disable toggles, reordering, and effect deletion.
    • Failure mode: Stack corruption; effects disabled unexpectedly; reordering fails; user loses configuration.
  • Decorators (AttributeDecorator, Decorators.cs) (C#, Reflection, EditorGUI) — Interprets visual decorator attributes ([Range], [Trackball], etc.) and renders corresponding inspector controls.
    • Failure mode: Parameters not properly customized; inspector becomes unusable or shows wrong control types; non-expert users confused.
  • PostProcessEditorAttribute (C#, Reflection) — Marks editor classes for automatic discovery; enables plugin-style extension of the effect registry.
    • Failure mode: Custom effect editors not loaded; effects invisible in stack UI; third-party effects unusable.
  • Effect Runtime (not detailed in file list) (C#, HLSL/GLSL shaders, RenderTexture) — PostProcessingStack and effect implementations; compose shaders and evaluate effects each frame.
    • Failure mode: Effects don't render; black screen; artifacts; performance degradation.

🔀Data flow

  • Inspector UISerializedObject — User adjusts effect parameter;

🛠️How to make changes

Add a New Post-Processing Effect

  1. Create a new C# script inheriting from PostProcessEffectBase (or similar) in PostProcessing/Runtime/Effects/ (Documentation~/Writing-Custom-Effects.md)
  2. Define serializable parameters and UI decorators (e.g., [Range(0, 1)], [Trackball]) on your public properties (PostProcessing/Editor/Attributes/DecoratorAttribute.cs)
  3. Create a corresponding editor class in PostProcessing/Editor/Effects/YourEffectEditor.cs inheriting from BaseEditor (PostProcessing/Editor/BaseEditor.cs)
  4. Decorate your editor class with [PostProcessEditor(typeof(YourEffect))] to register it for auto-discovery (PostProcessing/Editor/Attributes/PostProcessEditorAttribute.cs)
  5. The effect will automatically appear in EffectListEditor and can be added to post-processing stacks (PostProcessing/Editor/EffectListEditor.cs)

Customize Effect Inspector UI

  1. Use built-in decorators like [Range], [Trackball], or [MinMax] on effect parameters (PostProcessing/Editor/Decorators/Decorators.cs)
  2. Decorate your custom attributes by inheriting from DecoratorAttribute if you need new visual controls (PostProcessing/Editor/Attributes/DecoratorAttribute.cs)
  3. Override OnInspectorGUI() in your effect's editor class (BaseEditor-derived) for fine-grained control (PostProcessing/Editor/BaseEditor.cs)

Extend the Post-Processing Stack at Runtime

  1. Reference the PostProcessingStack component in your scene and access its public API (Documentation~/Manipulating-the-Stack.md)
  2. Use stack.Enable(effect) and stack.Disable(effect) to control effects dynamically (Documentation~/Manipulating-the-Stack.md)
  3. Adjust effect parameters via their public serialized properties at runtime (Documentation~/Quick-start.md)

🔧Why these technologies

  • C# Reflection & Attributes — Enables zero-config editor registration for new effects; DecoratorAttribute system allows declarative UI customization without boilerplate.
  • Unity SerializedObject/SerializedProperty — Provides undo/redo, multi-object editing, and automatic property binding in inspectors; required for professional Unity editor integration.
  • Shader-based post-processing (not detailed here but implied) — Offloads effect rendering to GPU; enables real-time 60fps+ performance for multi-effect stacks.
  • Built-in Render Pipeline — This v2 branch is maintained for legacy built-in RP projects; v2 is now superseded by HDRP/URP packages.

⚖️Trade-offs already made

  • Editor-time reflection-based effect discovery vs. manual registration

    • Why: Reflection reduces boilerplate and enables plugins to extend the stack without modifying core code.
    • Consequence: Slightly higher editor startup cost; increased complexity in attribute decorator system; but dramatically improves extensibility and user experience.
  • Maintained on v2 branch; development moved to Graphics repo

    • Why: Keeps legacy built-in RP users supported; new work on HDRP/URP uses unified Graphics architecture.
    • Consequence: This codebase enters maintenance mode; contributors should expect no new features, only bug fixes and compatibility updates.
  • Stack-based composition model (linear effect ordering)

    • Why: Simple mental model; effects applied sequentially in authored order; easy to understand and debug.
    • Consequence: No graph-based composition or conditional branching; effect interactions are implicit and can't be easily reordered based on feedback.

🚫Non-goals (don't propose these)

  • Real-time HDR monitoring (Histogram/Waveform are debug utilities only, not HDR workflows)
  • VR/stereo rendering (handled elsewhere in pipeline)
  • Custom render pass injection (stack is fixed-order, not graph-based)
  • Support for Unity <2018.3 on this v2 branch
  • Integration with forward render pipelines beyond built-in RP

🪤Traps & gotchas

No explicit env vars or service dependencies, but: (1) shader compilation requires Unity Editor—shaders do not compile in standalone builds without pre-baked outputs. (2) PostProcessingVolume only affects the main camera unless you manually call effects from custom render loops (per Manipulating-the-Stack.md). (3) LUT-based effects (Color-Grading) expect specific texture formats; incorrect LUT layout will silently produce wrong colors without errors. (4) BRPU incompatibility with URP/HDRP—cannot mix effects; you must choose one render pipeline per project.

🏗️Architecture

💡Concepts to learn

  • Look-Up Table (LUT) Color Grading — The Color-Grading effect uses 3D LUT textures to map input RGB to output RGB; understanding LUT packing, sampling, and precision is essential for correct color science and performance.
  • Temporal Anti-Aliasing (TAA) — The Anti-aliasing.md effect implements TAA using frame reprojection and history buffers; understanding temporal coherence and jitter patterns is key to avoiding ghosting artifacts.
  • Screen-Space Ambient Occlusion (SSAO) — Ambient-Occlusion.md uses screen-space depth sampling; this GPU-efficient technique trades accuracy for speed and is fundamental to modern real-time rendering.
  • Depth-of-Field via Cone of Confusion — The Depth-of-Field effect simulates camera lens focus using per-pixel blur kernels scaled by distance from focus plane; critical for cinematic rendering and performance optimization.
  • Bloom via Threshold and Upsampling — The Bloom effect isolates bright pixels, downsamples, blurs, and upsamples back; understanding the pyramid architecture and soft knee thresholding prevents over/under-bloom artifacts.
  • PostProcessingVolume Blending & Overrides — Effects are blended across overlapping volumes using lerp and priority weighting; this is core to level design integration (e.g., indoor/outdoor lighting transitions).
  • HLSL Compute Shaders vs. Fragment Shaders Trade-offs — This stack uses both; compute shaders enable parallel reduction (auto-exposure histogram) while fragment shaders enable render-target-to-render-target pipelining; knowing when to use each is essential for performance.
  • Unity-Technologies/Graphics — The official successor; active development of post-processing for URP and HDRP has moved here; this repo is a maintenance fork.
  • Unity-Technologies/ScriptableRenderPipeline — Companion repo containing URP and HDRP source; if you are migrating from BRPU, the post-processing implementations in Graphics use similar effect patterns.
  • keijiro/KinoBloom — Community reference implementation of bloom in Unity; useful for understanding alternative bloom architectures or porting ideas back to this stack.
  • Unity-Technologies/AssetStore-Example-Project — Official example projects often include post-processing stack usage; helpful for learning integration patterns and best practices.

🪄PR ideas

To work on one of these in Claude Code or Cursor, paste: Implement the "<title>" PR idea from CLAUDE.md, working through the checklist as the task list.

Add comprehensive documentation for Writing-Custom-Effects.md with code examples

Documentation~/Writing-Custom-Effects.md exists but is likely sparse given it's a critical feature. The repo lacks detailed walkthroughs with runnable shader/C# examples. This is high-value because custom effects are a key extensibility point, and detailed examples would reduce contributor friction and support burden.

  • [ ] Review current Writing-Custom-Effects.md content and identify missing sections
  • [ ] Add step-by-step guide with a complete minimal custom effect example (shader + C# wrapper)
  • [ ] Include shader template showing proper integration with PostProcessEffectBase
  • [ ] Add example of registering custom effect in PostProcessManager
  • [ ] Include screenshots or diagrams showing effect pipeline order (reference custom-effect-sorting.png)
  • [ ] Add troubleshooting section for common custom effect issues

Create unit tests for PostProcessEffectBase and effect parameter validation

No Tests directory visible in file structure. Core effect validation logic (parameter ranges, enable/disable state, serialization) lacks automated tests. This is high-value because it prevents regression bugs in fundamental effect behavior across Unity versions (currently supports 2018.3+).

  • [ ] Create Tests/ directory structure following Unity test conventions
  • [ ] Add tests for PostProcessEffectBase property validation (min/max bounds)
  • [ ] Add tests for effect enable/disable state transitions
  • [ ] Add serialization/deserialization tests for effect settings
  • [ ] Add integration tests verifying multiple effects chain correctly
  • [ ] Configure .yamato/upm-ci.yml to run tests on PR (currently only builds)

Document Debugging-Post-processing-effects.md features with UI workflow guide

Documentation~/Debugging-Post-processing-effects.md exists but lacks detailed UI walkthrough. The repo includes debugging visualizations (Histogram, Waveform, Vectorscope, Light Meter images) but no clear guide connecting each tool to specific use cases. This is high-value because debugging post-processing is complex and non-obvious.

  • [ ] Expand Debugging-Post-processing-effects.md with dedicated sections for each debug view
  • [ ] For Histogram: add guide on identifying exposure/color distribution issues
  • [ ] For Waveform: explain reading luminance values and clipping detection
  • [ ] For Vectorscope: document color balance diagnosis workflow
  • [ ] For Light Meter: add threshold examples and practical adjustment workflows
  • [ ] Create side-by-side before/after examples using existing screenshot images
  • [ ] Add troubleshooting: 'Debug view not showing' common issues

🌿Good first issues

  • Add unit tests for the parameter binding system (Runtime/PostProcessingProfile.cs). Currently no test files are visible; start with serialization round-trips and override blending logic for PostProcessEffectBase.
  • Expand Documentation~/Writing-Custom-Effects.md with a complete walkthrough example (e.g., a SimpleBlur effect from C# class → shader → inspector). The current guide is conceptual; a runnable example would clarify the workflow.
  • Document the Debug tools (referenced in Debugging-Post-processing-effects.md but not fully listed): add a guide for the Histogram, Waveform, Vectorscope, and Light Meter windows with screenshot examples and typical workflows.

Top contributors

Click to expand

📝Recent commits

Click to expand
  • 32c3155 — Update README.md (Chman)
  • 592b4ad — Merge pull request #902 from Unity-Technologies/fix-issue-1262826 (Chman)
  • a81cca4 — Fix for issue throw upon unloading a scene from AssetBundle (sebastienlagarde)
  • b581e84 — Changelog (Chman)
  • c9d3651 — Merge pull request #894 from JoeLangLeiaInc/v2 (Chman)
  • b307673 — Version bump. (Chman)
  • 150dc05 — Docs hotfixes. (Vic-Cooper)
  • a6dfd08 — Fixed dof compilation on linux (Chman)
  • bce50fa — Compilation fix on 2018.4 & 2019.1 (Chman)
  • a21f484 — Bumped min version to LTS; Yamato coverage fixes (Chman)

🔒Security observations

The Unity Post-Processing Stack repository demonstrates strong security posture. As a graphics rendering library without runtime network operations, database interactions, or external data handling, the attack surface is minimal. No hardcoded credentials, API keys, or secrets were detected in the provided file structure. The codebase lacks typical injection vulnerabilities (SQLi, XSS) as it operates on graphics rendering rather than user input processing. The main concern is a debug.log file in version control, which is a minor housekeeping issue. The repository uses appropriate licensing (Unity Companion License) and maintains clear documentation. No vulnerable dependencies were identified in the analysis. The codebase appears well-maintained with active security considerations for a graphics library.

  • Low · Debug Log File in Repository — Documentation~/images/debug.log. A debug.log file is present in the Documentation~/images directory. While this appears to be documentation-related, debug logs should not be committed to version control as they may contain sensitive information or system paths. Fix: Remove debug.log from the repository and add *.log to .gitignore to prevent future commits of log files.

LLM-derived; treat as a starting point, not a security audit.


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Mixed signals · Unity-Technologies/PostProcessing — RepoPilot