My journey becoming a Unity game developer: Make a game look beautiful-URP & Post Processing pt.1

Rhett Haynes
4 min readApr 7, 2022


Objective: Adding Post Processing effects to the scene which will make the visuals of the scene look more exciting. We will start off with 2 effects which are Bloom and Color Adjustments.

Final results of Bloom and Color Adjustments in the Control Room.

Post Processing effects the scene’s visual results which can greatly improve the appearance of your scene with little effort in setup time creating stylized visuals.

To add Post Processing to our scene, select Volume->Global Volume as this will allow us to add effects to all or just a subsection of our scene. Click New to add a new Global Volume Profile in the Scenes folder. In the Main Camera select Rendering, then turn on Post Processing which allows the volume to have no boundaries and allow it to affect every camera in the scene.

Post Processing added to the scene.

The Bloom effect creates bright light extending from the borders of areas in an image creating the illusion of extreme bright light that overwhelms the camera.

With the Global Volume game object selected, click Add Override->Post Processing->Bloom. The 1st property that we can use to immediately add impact to a scene is Intensity. Intensity sets the strength of the Bloom filter with the value of zero equals disabled, and higher values equaling stronger bright lights around emissive objects.

Using the Bloom effect from post processing through Add Override.

Threshold property sets the gamma space brightness value at which URP applies Bloom. Threshold filters out pixels with zero equals the pixels at their brightest, and higher values turns the brightness in pixels down until it’s not bright anymore.

Scatter property sets the radius of the bloom effect in a range from 0 to 1. Higher values gives a larger radius of a colored fog effect. Tint property use the color picker to select a color for the Bloom effect to change its tint to.

Manipulating the Threshold, Scatter, and Tint settings.

Another way we can change the emission’s color effects under Bloom is to use the Emission HDR Color picker. Select either a Column or Light fixture on the wall game object with an emission map attached, and open the HDR Color picker. Use the Intensity setting to adjust how bright the emission from the objects should be.

Adjusted the Emission’s Intensity on the columns and light fixtures on the wall through the HDR Color setting.

Do the same with the HDR Color picker Intensity setting on the terminals making their screens text appear brighter.

Adjusted the Emission’s Intensity on the terminals.

Another Volume effect we can use is the Color Adjustments properties. Color Adjustments tweaks the overall tone, brightness, and contrast of the final rendered image in the scene.

The 1st property is the Post Exposure which adjusts the overall exposure of the scene. A low value will make the emission lights appear dull, while higher values will make the emissions so bright that it can overwhelm all the objects in the scene.

Adjusted the Post Exposure setting under the Color Adjustments.

The Contrast property adjusts the overall exposure in the scene. Negative values create a hazy view over the scene. While, positive values creates a sharper image view of the scene.

Adjusted the Contrast setting under the Color Adjustments.

The Color Filter property uses the Color picker to select which color the effect should use to multiply the color and tint the rendered result. When you select a color, that tint’s color will dominate the scene.

Adjusted the Color Filter setting under the Color Adjustments.

Hue Shift property shifts the hue of the shade or tint of a color using the slider. An example of a hue is aqua blue or turquoise as both have hues of green and blue.

Adjusted the Hue Shift setting under the Color Adjustments.

Saturation property pushes the intensity of all colors. Negative values changes the colors to a black and white view. While, positive values makes the colors more intense in the scene.

Adjusted the Saturation setting under the Color Adjustments.

This is a final result of playing around with the Bloom and Color Adjustments for the scene. I will most likely not stay with these settings in the future, but for now this was good enough to play around with.

Final results of Bloom and Color Adjustments in the Control Room.