mobile-post-processing

Installation
SKILL.md

Mobile Post-Processing for Unity URP

TRIGGER

Use this skill when the user wants to add, create, or optimize post-processing effects in Unity for mobile or WebGL targets. Triggers include: "post-processing", "bloom", "vignette", "color grading", "blur", "outline", "edge detection", "chromatic aberration", "Renderer Feature", "Full Screen Pass", "Blit", "post-process mobile", or any mention of screen-space effects on constrained hardware. Also trigger when the user reports post-processing is causing frame drops on mobile.


CORE RULES

  1. Every post-processing pass costs a full-screen blit — reading the entire framebuffer from main memory and writing it back. On tiled mobile GPUs, this flushes tile memory. Budget 0.5–2ms per pass on mid-range mobile.

  2. Combine all effects into a single pass whenever possible. Unity's default post-processing stack runs each effect as a separate pass. On mobile, this alone can add 6ms+ (measured: vignette alone = 6ms on some devices). Use a single-pass approach instead.

  3. Disable HDR unless you specifically need Bloom. HDR doubles framebuffer bandwidth (16-bit float vs 8-bit per channel). If you only need color grading, apply it in LDR.

  4. Bloom is the most expensive default effect on mobile. It requires downsampling, blurring, and upsampling — multiple passes. If you need it, reduce iterations (2–3 max), use a half-resolution blur, and skip the high-quality prefilter.

  5. Never use Motion Blur or Depth of Field on mobile. They require multiple texture samples per fragment across multiple passes.

Installs
41
GitHub Stars
12
First Seen
Mar 28, 2026