# 2. URP Effect Catalog
Part of [[Post-Processing]]. Previous: [[1. URP Volumes and Profiles]]. Next: [[3. Worked Example - Grade Damage and a Cave]].
> [!note] Verification status
> The URP / HDRP / PPv2 availability table is from the Unity 6000.5 "Post-processing effect availability reference," fetched 2026-11-10. Use that page as the canonical list. **Property-level inspector labels are not all verified.** Effects that are not in the URP column of that table are treated as unavailable in URP.
## 2.1 What is a volume override, and what is not
**Volume Overrides** in URP (officially listed as available in the URP integrated solution):
| Override | What it is for | Use lightly? |
|---|---|---|
| **Bloom** | Glow around bright pixels. Looks different across pipelines; read the URP Bloom page before you copy HDRP settings. | The first effect students overuse. A little goes far. |
| **Tonemapping** | Remaps HDR values into display range (Neutral, ACES, and whatever modes your URP lists). | Usually **on** for a real grade. |
| **Color Adjustments** | Exposure-like post offset, contrast, color filter, hue, saturation. | Your everyday grade. |
| **White Balance** | Temperature / tint around preserved whites. | Location mood (warm interiors, cold moonlight). |
| **Color Curves** | Hue/sat/luma curves. | Fine grade; easy to break skin tones. |
| **Channel Mixer** | Remix RGB channels. | Stylized looks, not a first-day control. |
| **Lift, Gamma, Gain** | Three-way color grade. | Same; film-style tools. |
| **Shadows Midtones Highlights** | Tint those regions separately. | URP and HDRP have this; PPv2 did not, per the table. |
| **Split Toning** | Map two tones onto the image. | Stylized. Not in PPv2. |
| **Vignette** | Darken the edges. | Attention and "hurt" feedback, in moderation. |
| **Film Grain** | Overlay grain. | Nice at 1080p; noisy on a Quest overlay. |
| **Chromatic Aberration** | Split colors at contrast edges. | Hit feedback; sickening if left on. |
| **Lens Distortion** | Simulate lens shape. | Special moments, not a base look. |
| **Depth of Field** | Blur out-of-focus regions. | Cinematics; expensive and often wrong in gameplay / VR. |
| **Motion Blur** | Blur in the direction of camera motion. | Cinematics; usually off in gameplay, **off in VR**. |
| **Panini Projection** | Correct wide-FOV edge distortion. | Special cameras; URP and HDRP have it, PPv2 does not. |
**Not available as a URP volume override** (official table):
- **Auto Exposure** — HDRP only (Exposure override, Automatic mode). URP has no equivalent volume; you expose with Color Adjustments / the camera and lighting ([[Lighting and Baking]]).
- **Fog** as this kind of full-screen volume — HDRP has a Fog volume override. URP fog is configured elsewhere (typically lighting / URP fog settings, not this table's "Fog" row).
- **Screen Space Reflection** — HDRP (and PPv2), not URP.
**Ambient Occlusion:** URP can do SSAO, but in practice it is usually a **Renderer Feature** on the URP renderer, plus *baked* AO in lightmaps ([[Lighting and Baking]]). HDRP offers SSAO or ray-traced AO as volume options, plus per-material AO. Do not look for a PPv2-style AO component on the camera.
**Anti-aliasing:** not a Volume Override in URP. The official table places **FXAA and SMAA on the Camera**, and **MSAA in Quality Settings**. TAA, when your URP offers it, is also a camera / pipeline setting, not a volume. HDRP's AA lives under Frame Settings / the HDRP asset.
If your **Add Override** list contains something not in this table (lens flares, and so on), it is a real override in *your* URP version — read *its* manual page before you teach it, and measure it (part 6).
## 2.2 A starting grade
For a class project on a desktop or a TV:
1. Tonemapping **Neutral** (or ACES if you know why you want the contrast)
2. Color Adjustments: small contrast, almost no saturation swing
3. Bloom at a low intensity, with a threshold that only catches emissive / specular peaks
4. Optional faint vignette
Leave DoF, motion blur, lens distortion and heavy grain off until a shot *needs* them.
## Official docs
- Effect availability: https://docs.unity.com/en-us/engine/6000.5/manual/post-processing-and-full-screen-effects/effect-availability-reference
- Feature comparison: https://docs.unity.com/en-us/engine/6000.5/manual/render-pipelines/choose-a-render-pipeline/feature-comparison