Advanced 200+ Post Processing & FullScreen & Camera Effects (2D, 3D, URP, HDRP)


DEPENDENCIES ... That is all it takes to get a rainy window, a nebula, a black hole, a hologram or a ... Noise, clouds and patterns loop without a visible seam, so you can leave an effect ...


by Roam Moon


Price History +

200 procedural full screen effects for URP and HDRP. Depth aware, no textures, 2D and 3D. Light, rain, glass, nebulae, holograms, transitions and more, from a Volume or from code.

KEY FEATURES


200 effects in 20 groups of 10, ordered roughly from the most advanced to the simplest.

164 looping effects and 36 effects that play once.

19 effects that use scene depth, plus effects that use a blur pyramid, a glow filter or the previous frame.

Seamless looping procedural noise, with no textures needed.

Ten shared settings per effect: Amount, Speed, Frequency, Falloff, Thickness, Threshold, Direction, Origin, Tint and Tint 2. Each effect gives them its own labels.

HDR tints, so bright colours bloom through your own Bloom.

Cost rating for every effect: 25 High, 88 Medium and 87 Low.


RENDER PIPELINES


URP 17 or newer, with the 3D renderer and the 2D renderer. Implemented as a Renderer Feature using the Render Graph.

HDRP 17 or newer, implemented as a Custom Pass at Before Post Process. Needs the Linear colour space. XR is not supported in HDRP.

The Built-in Render Pipeline is not supported.


UNITY VERSIONS


Unity 6000.0 or newer. Tested on 6000.0 and 6000.6.


HOW IT WORKS


Fragment shaders per group, shader model 4.5.

One full screen pass for each running effect, plus five small downsample passes for effects that read a blur pyramid.

Up to 16 layers in one frame (default 8). Amount 0 skips the effect completely.

Six Volume overrides: Look, Lens, Atmosphere, Style, Signal and Fantasy.

AdvancedEffectStack component per camera for one shot effects, with Play, PlayAtWorldPosition, PlayFromWorldDirection and StopAll.

AdvancedEffectPresets static class to read the name, group, settings, type and cost of every effect.

Namespace RoamMoon.AdvancedPostProcessing, with separate assembly definitions for the core, URP, HDRP and the editor tools. A project with only URP, only HDRP or both compiles cleanly.


WHAT IS INCLUDED


C# source and shader source.

Three demo scenes (Demo2D, Demo3DURP, Demo3DHDRP) with a demo controller.

Ready made URP pipeline assets, and an HDRP pipeline asset with a Volume profile for the demos.

README and a PDF manual.


PLATFORMS


Desktop GPUs that support shader model 4.5. Tested on Windows with Direct3D 12. HDRP follows the platforms that HDRP supports. Other platforms, mobile devices and WebGL have not been tested.


DEPENDENCIES


Unity UI (uGUI) is only used by the demo panel. The Input System is used by the demo panel when it is installed.

Advanced Unlimited PostProcessing is a pack of 200 full screen effects for URP and HDRP. You add an effect to a Volume, pick it from a list and raise Amount. That is all it takes to get a rainy window, a nebula, a black hole, a hologram or a screen transition on your camera.


I made it because most post processing packs are colour filters. These are different. A lot of the effects read the depth of your scene, so fog, rain, rays and light sit in the world instead of being painted over the screen. The Mana Core, for example, acts like a light inside your scene. It lights the objects around it, casts shadows behind them, and its rays are blocked by whatever stands in front. In a 2D game there is no depth texture, so the pack uses an estimated ground plane and the same effects still work in a side view.


Everything is generated by shaders. There are no textures to import. Noise, clouds and patterns loop without a visible seam, so you can leave an effect running as long as you want.


164 effects loop and stay on. 36 play once, like a shockwave, a screen shatter or a transition. You can use them in two ways.


With no code: add a Volume override and choose an effect. You can run up to six looping effects together, and the normal Volume blending between areas works.


From a script: put the Advanced Effect Stack on your camera and call it when something happens. One line is enough:


stack.PlayAtWorldPosition(AdvancedEffectMode.SingularityPulse, hitPoint, 1f);


You can also fade a look in and out from code, and read the name, type and settings of every effect to build your own picker.


Every effect has a preset that already looks good, and each slider is named for what it does in that effect, for example Ring Count or Petal Density. There are three demo scenes (2D, URP 3D and HDRP 3D) with a panel where you can go through all 200 effects and change the settings while it runs. The package also has a README and a PDF manual with the setup steps, the scripting guide and the full list of effects.


Setup is one menu item for URP and one for HDRP. The pack only builds the part that matches your project, so it is safe to import into a project that has just one of them.


On performance: an effect with Amount at 0 costs nothing, and with no effect running the pack does nothing. Each running effect is one pass. Every effect has a Low, Medium or High cost label so you know what you are spending, and a Max Layers setting caps the total.


Full source code is included.