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
32
GitHub Stars
9
First Seen
Mar 28, 2026
mobile-post-processing — adevra/unity-shader-agent-skills