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Unityframework~10 mins

Post-processing effects in Unity - Step-by-Step Execution

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Concept Flow - Post-processing effects
Render Scene
Apply Post-processing Stack
Effects: Bloom, Color Grading, Vignette, etc.
Combine Effects
Output Final Image to Screen
The game scene is rendered first, then post-processing effects like bloom and color grading are applied in order, combined, and finally shown on screen.
Execution Sample
Unity
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;

public class PostProcessSetup : MonoBehaviour {
  public PostProcessVolume volume;
  void Start() {
    var bloom = ScriptableObject.CreateInstance<Bloom>();
    bloom.intensity.value = 5f;
    volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, bloom);
  }
}
This code creates a bloom effect with intensity 5 and applies it to the camera's post-processing volume.
Execution Table
StepActionEffect Created/ModifiedValue SetResult
1Create Bloom instanceBloomdefault valuesBloom effect object created
2Set bloom intensityBloomintensity = 5fBloom intensity updated
3Create PostProcessVolumeVolumepriority = 100fVolume created with bloom effect
4Assign volume to camera layerVolumelayer = gameObject.layerVolume active on camera
5Render frameScene + BloomN/AScene rendered with bloom effect applied
6EndN/AN/APost-processing applied successfully
💡 All post-processing effects applied and frame rendered to screen
Variable Tracker
VariableStartAfter Step 1After Step 2After Step 3After Step 4Final
bloomnullBloom instance createdIntensity set to 5fSameSameSame
volumenullnullnullVolume created with bloomAssigned to layerSame
Key Moments - 2 Insights
Why do we create a Bloom instance before setting its intensity?
Because the bloom variable must reference a valid Bloom object before we can change its properties, as shown in execution_table step 1 and 2.
What happens if the PostProcessVolume is not assigned to the camera's layer?
The effects won't apply to the camera's view, so no post-processing will be visible, as seen in step 4 where assignment activates the volume.
Visual Quiz - 3 Questions
Test your understanding
Look at the execution table, what is the bloom intensity value after step 2?
A0f
B5f
C10f
DNot set yet
💡 Hint
Check the 'Value Set' column in step 2 of the execution_table.
At which step is the PostProcessVolume created?
AStep 3
BStep 1
CStep 4
DStep 5
💡 Hint
Look at the 'Action' column in the execution_table for volume creation.
If we skip assigning the volume to the camera's layer, what will happen?
APost-processing effects will still apply
BThe bloom intensity will reset
CNo post-processing effects will be visible
DThe game will crash
💡 Hint
Refer to key_moments question 2 and execution_table step 4.
Concept Snapshot
Post-processing effects modify the final rendered image.
Create effect instances (e.g., Bloom), set their properties.
Add effects to a PostProcessVolume.
Assign volume to camera layer to activate.
Effects combine and render on screen each frame.
Full Transcript
Post-processing effects in Unity are applied after the scene is rendered. First, you create effect instances like Bloom and set their properties such as intensity. Then, you create a PostProcessVolume and add these effects to it. Assigning this volume to the camera's layer activates the effects. When the frame renders, the scene image passes through these effects and the final image with visual enhancements is shown on screen. This process repeats every frame to keep effects active.