# 7. Post-Processing Pitfalls
Part of [[Post-Processing]]. Previous: [[6. Quest Cost and Quality Tiers]].
> [!note] Verification status
> Pitfalls combine the 6000.5 volume setup page (Default Volume cannot drop overrides the way a scene profile can; trigger colliders; Priority) with standard URP practice and the official "do not expect a 1:1 PPv2 / HDRP / URP look" warning in the availability table. **Not a live project post-mortem.**
## 7.1 Pitfalls
1. **Never opening the Default Volume**, then wondering why a "disabled" scene still blooms. Default Volume Profile lists all overrides; you cannot remove them there the way you can on a custom profile. Assign a calmer default, or override with a scene volume at higher priority.
2. **Mutating `sharedProfile` in Play Mode** and committing a dirty "hurt vignette" into the asset.
3. **Local volume with Is Trigger off**, or the collider not actually around the place, or testing with a camera that is not the one URP uses (a second cinematic camera, a Scene view).
4. **Priority fights.** Two globals at the same priority, plus a default, plus a quality volume — nobody can predict the look. Number them on purpose (0 base, 10 location, 100 state).
5. **Zero Blend Distance** on a local look, so the cave pops.
6. **Installing `com.unity.postprocessing` (PPv2)** into a URP or HDRP project. The 6000.5 package list still ships it for legacy projects. You do not need it.
7. **Copying Bloom / exposure numbers across pipelines** and expecting a match. The availability page says implementations differ.
8. **DoF or Motion Blur in VR gameplay.** Comfort and budget both lose.
9. **Using a volume to fake a shake** instead of Cinemachine Impulse ([[4. Impulse Noise and Extensions]]).
10. **Using a full-screen blur as hit feedback** instead of a cheap vignette pulse plus a VFX spark ([[VFX Graph]]).
11. **Forgetting HDR / tonemapping** and "fixing" a washed-out scene with extreme Color Adjustments. Check lighting and the camera's HDR setting first ([[Lighting and Baking]]).
12. **One quality profile for desktop and Quest.** Use the URP asset's quality volume and a dedicated Android Build Profile ([[1. Build Profiles]]).
13. **Not looking at the Frame Debugger.** If you cannot see the pass, you cannot defend its cost.
14. **Animating Priority or cloning profiles every frame.** Animate Weight; clone once in `Awake`.
## 7.2 A short sign-off
A volume stack is done when the scene has a deliberate grade, one local you can walk into, one gameplay state you can trigger, and a Quest (or mobile) quality tier that still holds frame rate. Everything else is optional film grain.
## Official docs
- Set up a volume: https://docs.unity.com/en-us/engine/6000.5/manual/post-processing-and-full-screen-effects/urp/volumes-landing-page/set-up-a-volume
- Effect availability: https://docs.unity.com/en-us/engine/6000.5/manual/post-processing-and-full-screen-effects/effect-availability-reference