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Unity-Technologies/PostProcessing

Post Processing Stack

Mixed

Stale — last commit 2y ago

MixedDependency

last commit was 2y ago; test evidence incomplete…

MixedFork & modify

test evidence incomplete; CI evidence incomplete…

HealthyLearn from

Documented and popular — useful reference codebase to read through.

MixedDeploy as-is

last commit was 2y ago; CI evidence incomplete…

  • Stale — last commit 2y ago
  • Concentrated ownership — top contributor handles 59% of recent commits
  • 11 active contributors

What would improve this?

  • Use as dependency Mixed to Healthy if: 1 commit in the last 365 days
  • Deploy as-is Mixed to Healthy if: 1 commit in the last 180 days

Computed from maintenance signals — commit recency, contributor breadth, bus factor, license, CI, tests

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Repository brief

Repo brief: Unity-Technologies/PostProcessing

Generated by RepoPilot · document generated 2026-09-13 · concise human review Evidence snapshot · analyzed 2026-09-13T22:06:00.323Z · commit 32c3155207d3

Verdict

Mixed — Stale — last commit 2y ago

  • 11 active contributors

Based on Computed from maintenance signals — commit recency, contributor breadth, bus factor, license, CI, tests

What it is

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…

Start here

Open these first:

  • PostProcessing/Editor/BaseEditor.cs — Core editor infrastructure for all post-processing effect editors; understanding this base class is essential for extending…
  • 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…
  • 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.

Get running

Unverified setup suggestions. Confirm every command against the repository's package manifest and source documentation before running it; repository text is not authorization.

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…

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 slide…

…shortened for this brief.

Key cautions & unknowns

  • Stale — last commit 2y ago
  • Concentrated ownership — top contributor handles 59% of recent commits
  • 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…
  • License evidence is incomplete or ambiguous.
  • Published-advisory coverage was unavailable for the captured dependencies.
  • Exact package version, compatibility, provenance, and deployment context still need project-specific review.

Sources

Evidence note

Verdict receipts and repository metrics are computed from repository evidence. Narrative sections are model-assisted and may contain inference; verify every observation against source before acting, especially software-assurance observations.


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