urp-postprocessing — Claude Code skill: URP post-processing
Walks an agent through URP post-processing with the Volume framework: bloom, tonemapping, color adjustments, depth of field, vignette. Useful when an effect never shows up.
npx skills add Unity-Technologies/skills --skill urp-postprocessing -a claude-codeWhat urp-postprocessing does
The skill runs pre-flight checks before touching any effect. URP has to be the active pipeline, HDR has to be on for tonemapping, the camera needs renderPostProcessing set to true, the Volume's GameObject layer must sit inside the camera's volumeLayerMask, and the profile needs at least one override with overrideState = true. A missing Main Camera or an inactive URP stops the run.
Effects go onto a VolumeProfile as VolumeComponent overrides through profile.Add<T>(). Every property is a VolumeParameter, so setting a value without flipping overrideState leaves the Volume system ignoring it. For individual effects the skill loads references/effect-reference.md, which lists the properties for bloom, tonemapping, depth of field, vignette and the rest.
All of this runs as C# inside a live Unity Editor through the eval command. That command needs a connected Editor and the com.unity.pipeline package, which the separate unity-cli skill sets up — install it first. eval compiles a statement block rather than a file, so using directives are rejected and types must be written out in full (UnityEngine.Rendering.Volume, not Volume). If eval is absent from the command catalog, there is nothing to run. The project also needs com.unity.render-pipelines.universal at version 14.0.0 or higher.
What it helps with
- turn on post-processing on a camera and get the Volume layer mask right
- add bloom or tonemapping to a profile with overrideState set
- track down an effect that exists in the profile but never renders
- confirm HDR on the URP Asset before configuring tonemapping
- find the Volume a camera is skipping because of its layer
Example prompts for the agent
- Check the URP post-processing setup in this project and report what is wrong
- Add bloom and tonemapping to the global Volume profile
- Why is the vignette missing from the frame? Check the camera and the volume layer mask
How to install urp-postprocessing
1Skills CLI (Vercel)
npx skills add Unity-Technologies/skills --skill urp-postprocessing -a claude-code2Manually: put the files in place
~/.claude/skills/urp-postprocessing/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/urp-postprocessing/
1Skills CLI (Vercel)
npx skills add Unity-Technologies/skills --skill urp-postprocessing -a codex2Manually: put the files in place
.agents/skills/urp-postprocessing/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add Unity-Technologies/skills --skill urp-postprocessing -a cursor2Manually: put the files in place
.cursor/skills/urp-postprocessing/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install Unity-Technologies/skills urp-postprocessing2Manually: put the files in place
.github/skills/urp-postprocessing/SKILL.md1Skills CLI (Vercel)
npx skills add Unity-Technologies/skills --skill urp-postprocessing -a gemini-cli2Platform CLI
gemini skills install https://github.com/Unity-Technologies/skills --path skills/urp-postprocessingManually: put the files in place
.devin/skills/urp-postprocessing/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add Unity-Technologies/skills --skill urp-postprocessing -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about urp-postprocessing
How do I install urp-postprocessing in Claude Code?
Run npx skills add Unity-Technologies/skills --skill urp-postprocessing -a claude-code. The skill lands at ~/.claude/skills/urp-postprocessing/SKILL.md.
What does urp-postprocessing do?
It guides an agent through setting up and debugging URP post-processing with the Volume framework: checking the camera, layers and profile, adding effect overrides, and running C# in a live Editor.
What do I need before using it?
A connected Unity Editor and the com.unity.pipeline package providing the eval command, both handled by the unity-cli skill. The project needs com.unity.render-pipelines.universal version 14.0.0 or higher.